gaming device and method of operation thereof

ABSTRACT

A gaming device such as a video based gaming device provides a player the ability to modify at least one element of the gaming device. The gaming device may then modify other elements to ensure a desired house advantage. The probability of occurrence for one or more outcomes, the payout corresponding to one or more outcomes, and the wager amount required to play a game, may be modified by a player. The gaming device may then automatically determine changes in the values of other elements in order to maintain a constant house advantage. The player may also impose constraints on the value of one or more elements so that the gaming device cannot change the constrained elements in maintaining the house advantage. Software running on the gaming device may use an equation that takes into account pertinent elements such as the size of the jackpot, the size of the wager needed to play each game, and probability of hitting the jackpot during a game. Based on the equation, the software may adjust elements other than the element(s) specified by the player so that, for example, the house advantage remains constant with each game. A player interface provides an easy to use method of modifying selected elements.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a Continuation-in-part of commonly-owned,co-pending U.S. patent application Ser. No. 09/521,875 entitled “AGAMING DEVICE AND METHOD OF OPERATION THEREOF”, filed Mar. 8, 2000 inthe name of Walker et al; which is a Continuation of commonly-owned U.S.patent application Ser. No. 09/052,291 filed Mar. 31, 1998 in the nameof Walker et al and which issued as U.S. Pat. No. 6,068,552 on May 30,2000. The entirety of the above-referenced Applications is incorporatedby reference herein for all purposes.

FIELD OF THE INVENTION

This invention relates to gaming devices and, more specifically, togaming devices which are customizable by the player.

BACKGROUND

One of the main goals of a casino is to keep its customers playing aslong as possible, since longer play generates higher revenues. Casinosare thus interested in maintaining player interest and excitement,especially with regard to gaming device play, which encompasses a largeportion of the casino's revenues and profits.

People generally are more likely to be interested in something overwhich they have some say or control. They are more likely, on the otherhand, to get easily frustrated, or bored, with something that theyperceive to be determined purely by chance or luck, pre-defined, or insome other way completely out of their influence.

Many players are also frustrated after losing for many spins in a row.They would love to improve their probability of winning but have no wayof doing so. Players on a “hot streak”, on the other hand, sometimesbelieve that they are almost certain to soon hit an outcome with a highpayout. U.S. Pat. No. 5,851,147 to Stupak et al. discloses a method forallowing players to increase the jackpot of a gaming device. However,Stupak does not disclose allowing a player to increase payouts for otheroutcomes that a player may consider even more likely to occur than theoutcome corresponding to the jackpot. Additionally, the method disclosedby Stupak lowers the payouts for one or more outcomes in return forincreasing the payout of the jackpot. A player on a hot streak may notwish to lower any of the payouts. Therefore, a player wishing to gethigher payouts will likely move to a new gaming device, but this meansabandoning his “lucky” machine.

There is, therefore, a need for a gaming device that induces the playerto continue playing for extended periods of time.

DESCRIPTION OF THE FIGURES

FIG. 1 is a block diagram of an architecture of a programmable gamingdevice consistent with one or more embodiments of the present invention.

FIG. 2 is an example of a front elevation view of the gaming device ofFIG. 1.

FIG. 3A is an example of a front elevation view of the gaming device ofFIG. 1 showing a menu operable for customization.

FIG. 3B is an example of a front elevation view of the gaming device ofFIG. 1 showing a menu operable for customization and for imposingconstraints.

FIG. 4A is an exemplary illustration of a payout customization menuscreen for the gaming device of FIG. 1.

FIG. 4B is an exemplary illustration of an alternative payoutcustomization menu screen for the gaming device of FIG. 1.

FIG. 4C is an exemplary illustration of a payout customization andconstraint menu screen for the gaming device of FIG. 1.

FIG. 4D is an exemplary illustration of an alternative payoutcustomization and constraint menu screen for the gaming device of FIG.1.

FIG. 5A is an exemplary illustration of a specific payout customizationmenu screen for the gaming device of FIG. 1.

FIG. 5B is an exemplary illustration of a specific payout customizationmenu screen for the gaming device of FIG. 1, with certain customizationchoices grayed out.

FIG. 6 is an exemplary illustration of adjusted ‘current payout’ outputbased on the player's choices in FIG. 5.

FIG. 7 is an example of a front elevation view of an alternateembodiment of a gaming device having a screen display appear in place ofthe payout schedule.

FIG. 8 is an example of a front elevation view of an alternateembodiment of a gaming device having a screen display built into themiddle part of the body of the machine.

FIGS. 9A and 9B together comprise a flowchart representation of acustomization step for a gaming device, in accordance with one or moreembodiments of the present invention.

FIGS. 9C and 9D together comprise a flowchart representation of acustomization and constraint step for a gaming device, consistent withone or more embodiments of the present invention.

FIG. 10 is an exemplary table representative of customized payouts andthe corresponding compensating payouts.

FIGS. 11A and 11B are exemplary tabular representations of customizedpayouts and the corresponding compensating probabilities.

FIG. 12 is an exemplary tabular representation of customized payouts andthe corresponding compensating wager amount.

FIG. 13 is an example of a front elevation view of the gaming device ofFIG. 1 showing a menu operable for selection of compensating element.

FIG. 14 is an exemplary illustration of a payout customization menuscreen for the gaming device of FIG. 1.

FIG. 15 is an exemplary illustration of a flowchart representation of aprocess for determining an order for the presentment of categories ofelements.

FIG. 16 is an exemplary illustration of a flowchart representation of aprocess for team formation and customization.

DETAILED DESCRIPTION

In accordance with one or more embodiments of the present invention, agaming device such as a slot machine provides a player the ability tomodify at least one element of the gaming device. The gaming device thenmodifies one or more other elements to ensure a desired house advantage.In one embodiment, the gaming device allows the player to customizeelements whose values represent probabilities, payout amounts, or wageramounts, by trading off one or more of a first set of element values forone or more of a second set of element values in order to maintain aconstant house advantage.

In one embodiment, a player indicates, for a particular outcome of agaming device, a payout that is higher or lower than the default valueof the payout. In order to compensate for the higher or lower payoutindicated by the player, the gaming device alters one or more of: (i)the probability of attaining certain outcomes (and thereby theprobability of obtaining the corresponding payouts); (ii) one or morepayouts not modified by the player; (iii) the amount of coins requiredper pull (wager amount); (iv) the strategies available to the player;(v) the required rate of play; (vi) the number of outcomes with acertain payout; or any of numerous other elements, while keeping thehouse advantage constant. In one embodiment, gaming device softwareimplements an equation that takes into account pertinent elements suchas the amounts of one or more payouts, the amount of a wager taken in ateach pull, and the probabilities of obtaining one or more outcomes.Based on the equation, the software adjusts the values of elements otherthan the element(s) specified by the player so that the house advantagewould remain constant with each pull. If, for example, the “house”decided that for a $1.00 wager the machine was to average $0.92 inpayouts, then that house advantage of 8 cents would remain true nomatter what the choices made by the player were and the casino would notneed to worry about increasing or decreasing the house advantage.

In one embodiment, the player may impose a constraint on an element. Theconstraint may limit the ability of the gaming device to modify thevalue of the element in order to compensate for the player'smodification(s). For example, suppose the player has customized theprobability of the occurrence of the outcome “bar-bar-bar” to increasefrom a default of 50 hits per cycle to 80 hits per cycle. In order tomaintain a house advantage, the gaming device must now adjust the valueof one or more compensating elements. However, the player may feel asthough he is soon due to hit the outcome “cherry-cherry-cherry,” and maynot wish for its payout or its probability of occurrence to decrease.Therefore the player may constrain the probability of occurrence of the“cherry-cherry-cherry” outcome to remain at its default value. Theplayer may further constrain the payout of the “cherry-cherry-cherry”outcome to remain at its default value. The gaming device must thereforeuse as a compensating element an element that is not the payout, or theprobability of occurrence, of the outcome “cherry-cherry-cherry.”

In one embodiment, a touch screen provides an easy to use method ofmodifying the values of selected elements. This enables the player toreconfigure the gaming device to provide desired characteristics. When aplayer has the ability to reconfigure a gaming device he is less likelyto leave the gaming device in search of a different gaming device havingthe characteristics desired. The player may thereby be discouraged frommoving to a different casino, thus optimizing the overall return of thecasino.

In the following description, reference is made to the accompanyingdrawings which form a part hereof, and in which are shown by way ofillustration, specific embodiments in which the invention may bepracticed. These embodiments are described in sufficient detail toenable those skilled in the art to practice the invention, and it is tobe understood that other embodiments may be utilized and thatstructural, logical and electrical changes may be made without departingfrom the scope of the present invention. The following description is,therefore, not to be taken in a limited sense.

An exemplary architecture for a customizable gaming device consistentwith one or more embodiments of the present invention is firstdescribed, followed by a description of several different embodiments ofthe gaming device. Several payout tables are referenced. Variousequations showing how elements may be adjusted in accordance with thepresent invention, once a player modifies other elements, are alsoreferenced. Like components in the figures are commonly represented bythe same reference number which should be clear from the context of use.Further, the reference numbers generally follow a convention wherein thehundreds and thousands digits correspond to the figure number in whichthe reference number first appears.

As used herein, the term “gaming device” means a gaming machineincluding, but not limited to, a slot machine, video poker machine, kenomachine, bingo machine, video roulette machine, and video blackjackmachine, wherein a paid play generates one or more random orpseudo-random values that are used to determine an outcome and a payoutcorresponding to the outcome.

As used herein, the term “outcome” refers to the resolution or endresult of a random, pseudo random, or other unpredictable event.“Outcome” may also refer to a potential resolution of an unpredictableevent even when the outcome has never actually occurred as a resolution.Typically, the term “outcome” refers to a set of indicia that occurtogether on the pay line of a gaming device. For example,“cherry-bar-bell” is an outcome that might occur at a slot machine. “AsKs Js 8s 6s” is an outcome that might occur at a video poker machine.“Lantern” is an outcome that might occur in the bonus round of a slotmachine game, when a player is choosing from among three closed doors inorder to reveal a treasure behind one of them. Note that a “payout” isgenerally not the same thing as an outcome. A payout may be associatedwith an outcome, as for example, a payout of 30 (e.g., coins orelectronic credits) might be associated with the outcome“sheep-sheep-sheep”. However, the payout only occurs, in general,because the outcome has already occurred. An exception is when a payoutis itself the resolution of an unpredictable event. For example, turningover a lily pad in a bonus game may simply reveal the number 50,representing a payout of 50.

As used herein, the term “house advantage” refers to the amount of moneyan operator of a gaming device expects to make for a game played on thegaming device. For example, if the wager required to play a game on agaming device is $1.00, and the gaming device pays out an average of$0.95 cents per game, then the house advantage is 5 cents for the game.

As used herein, the phrase “maintain a house advantage” and variationsthereof means to keep a house advantage within an acceptable range. Forexample, a gaming device may be configured to maintain a house advantagesuch that the house advantage is always between 7 cents and 9 cents. Inone or more embodiments, “maintaining a house advantage” may includekeeping the house advantage at exactly one particular value, such as 8cents.

As used herein, the term “payback percentage” refers to the amount ofmoney a gaming device expects to pay out for a game, divided by thewager required to play the game. The ratio is then typically expressedas a percentage. For example, if a gaming device expects to pay out$1.90 for a game, and the wager required for the game is $2.00, then thepayback percentage is $1.90/$2.00, or 95%. Therefore, the houseadvantage is equal to the wager required to play a game multiplied bythe quantity one minus the payback percentage. In other words, houseadvantage=wager*(1−payback percentage).

As used herein, the term “element” refers to an independent or looselydependent single-valued variable governing the play of a game at agaming device. The phrase “independent or loosely dependent” indicatesthat the value of an element is typically not significantly constrainedby the value of another element. For example, the probability of theoutcome “cherry-cherry-cherry” occurring is an element. The probabilityof “cherry-cherry-cherry” is loosely dependent on the probabilities ofother outcomes, since the probabilities of all outcomes must add up toone. However, an increase in the probability of, say, “bar-bell-plum”may be offset by slight decreases in probabilities spread over a numberof other outcomes, including “cherry-cherry-cherry”. Therefore, theprobability of “cherry-cherry-cherry” occurring need not changesignificantly or at all even if the probability of another outcomeoccurring does change significantly. Therefore in this example, theprobability of “cherry-cherry-cherry” is only loosely dependent on theprobability of “bar-bell-plum”. It can be understood that theprobability of “cherry-cherry-cherry” is only loosely dependent on otherprobabilities, and indeed, on elements other than probabilities.Therefore, the probability of “cherry-cherry-cherry” occurring may beconsidered an element. Note that, if the probability of “bar-bell-plum”is set to 1, then the probability of “cherry-cherry-cherry” isconstrained to exactly zero. However, for typical values of the twoelements, the two are only loosely dependent. Other constraints thatcould influence the dependency of one variable on others may include:the need for a minimum house advantage at a gaming device (thus e.g.,creating a dependency between an outcome's probability and payout,although not necessarily a tight dependency); the need for a payout tooccur in multiples of a given number of units (e.g., of a whole token,or of 100 tokens); the need for a wager to occur in multiples of a givennumber of units; etc.

When two strongly interdependent variables are discovered, then they maytypically be considered the same element. For example, one variable isthe average number of seconds used by a player on a single handle pull.Another variable is the average number of handle pulls made by a playerper minute. However, these two variables are completely inter-dependentin that they are related by a simple equation. The equation, written inwords, says that the average number of seconds used by a player on asingle handle pull is equal to 60 divided by the average number ofhandle pulls made by the player per minute. Therefore the two variablesare the same element expressed in different ways.

The phrase “single-valued” indicates that there is only one value at atime that may be meaningfully assigned to an element. Thus, the payoutof an outcome such as “cherry-cherry-cherry” is an element, but apaytable is not an element, since a paytable requires multiple values,one corresponding to each outcome.

Exemplary elements include:

-   -   i. The payout of a particular outcome. For example, the payout        for the outcome “bar-plum-bell” is an element. The element may        take on values, such as five coins or zero coins.    -   ii. The probability of the occurrence of a particular outcome on        a single handle pull. For example, the probability of the        occurrence of the outcome “bar-plum-bell” on a single handle        pull is an element. The element may take on values, such as        0.0001, or 0.0003.    -   iii. The required wager amount on a single handle pull. The        required wager amount may take on values, such as 25 cents, 1        dollar, or $1.05.    -   iv. The minimum allowable wager on a single handle pull.    -   v. The maximum allowable wager on a single handle pull.    -   vi. The minimum number of pay lines that may be played on a        single handle pull.    -   vii. The maximum number of pay lines that may be played on a        single handle pull.    -   viii. The minimum allowable wager per pay line played.    -   ix. The maximum allowable wager per pay line played.    -   x. The required rate of play at the gaming device.    -   xi. The number of symbols present on a reel of a gaming device.    -   xii. The number of occurrences of a particular symbol on a        particular reel of a gaming device. For example, the number of        cherry symbols present on the reel of a gaming device.    -   xiii. The type of symbol present in the second position of the        first reel of a gaming device. Examples of types of symbols        include “cherry”, “lemon”, “2×” (as in a symbol that multiplies        a payout by 2), “wild”, and “blank”. Note that a symbol's type        may be considered the value of an element. For example, the        value of an element describing the symbol present in the fifth        stop of the third reel may be “plum”.    -   xiv. The type of symbol that, when it appears three times on a        pay line, produces a particular result. For example, the symbol        that, if achieved on each reel, will result in the win of a        jackpot, may be altered to be “lemon” instead of “bell”. Then,        if three lemon symbols appear across a pay line, a player may        win a jackpot. The opportunity to customize this element may        appeal to players that consider one particular symbol their        “lucky” one (e.g., “my large payouts were always won with        outcomes containing lemon symbols, so lemons are lucky for        me.”). As another example, the symbol that, if achieved on each        reel, will result in the initiation of a bonus round may be        altered from “joker” to “cannon ball”.    -   xv. The number of types of symbols present on the reel of a        gaming device. For example, a reel might have 22 symbols, but        only 6 different types of symbols, as there may be multiple        symbols of the same type on a reel.    -   xvi. The number of opportunities to achieve a benefit in a bonus        game. For example, a Scrabble™ bonus game may have multiple        sections, where each section provides the opportunity to spell a        complete word by selecting tiles with hidden letters. A player        of the Scrabble™ bonus round will have opportunities to achieve        benefits based on the number of opportunities he has to spell        words. Thus, an element value might indicate the number of words        a player would be allowed to spell before the bonus game ends.    -   xvii. The location of a property in a Monopoly™ bonus game. An        exemplary value might be 5 spaces from “GO.”    -   xviii. The number of reels on a gaming device. One result of        changing the number of reels may be the probability of a player        hitting the jackpot. As the number of reels changes and the        probabilities of occurrence for each symbol on each individual        reel are maintained at a constant level, the overall probability        of hitting the jackpot decrease. For example, if the gaming        device starts out with 4 reels, each having a 2/22 probability        of coming up with a jackpot symbol, the resulting probability of        hitting the top jackpot is 16/234,256. Adding one more reel,        also with 2/22 probability, results in a probability of hitting        the jackpot of 32/5,153,632.    -   xix. The denomination of coins that the coin slots can receive.        For example, coins slots may be configured to receive coins of        5-cent denomination (e.g., nickels), 25-cent denomination (e.g.,        quarters), and so on.    -   xx. One of the bonus amounts a gaming device provides in a bonus        round. For example, a bonus amount might correspond to what a        player receives by hopping onto a particular lily-pad in a bonus        round. An exemplary value might be 100 coins.    -   xxi. The number of symbol types that a wild symbol may assume.        For example, a wild symbol may become a “cherry” if it is one of        three symbols comprising an outcome, and if the other two        symbols are cherry. The wild symbol would thereby allow for the        outcome of “cherry-cherry-cherry,” a winning outcome. Similarly,        a wild symbol might, in other circumstances, become an “orange”        or a “lemon”.    -   xxii. The number of cards the gaming device allows a player to        redraw in a game of video poker. For example, a player may be        allowed to redraw all five cards in a hand, only up to four        cards, etc.    -   xxiii. The number of opportunities a player has to redraw cards        in a game of video poker. For example, with two opportunities, a        player might be allowed to discard cards from a first hand,        receive a second hand, then discard cards from the second hand,        and receive a third hand.    -   xxiv. Whether or not a player may discard a card from a        particular position in a game of video poker. For example, a        player may not be allowed to discard the card in the third        position of a hand of video poker.    -   xxv. Whether or not a player may discard cards in a particular        combination of positions in a game of video poker. For example,        a player may not be allowed to discard both the first and third        cards from a hand, although he may be allowed to discard just        the first card or just the third card.    -   xxvi. Whether or not a player may discard a particular card. For        example, the player may not be allowed to discard the nine of        clubs should it occur in his hand.    -   xxvii. Whether or not a player may discard cards from a        particular set of cards. For example, the player may not be        allowed to discard any nine, or any diamond.    -   xviii. The number of decks the gaming device employs in a game        of video poker.    -   xxix. The number of a particular card in a game of video poker.        For example, the number of aces of spades in a deck, or the        number of threes in a deck might each be elements.    -   xxx. The number of hands in a game of multi-play video poker.    -   xxxi. The number of cards in a deck of cards used for a game of        video poker.    -   xxxii. The number of wild cards in a deck of cards, such as a        deck of cards used in a game of video poker.    -   xxxiii. In video poker, the threshold hand that qualifies to be        classified as a certain outcome. For example, a threshold hand        that qualifies to be paid as a “pair” has two jacks in it, and        no other relevant cards. However, this threshold might be        changed to a hand with two tens, or to a hand with two queens.    -   xxxiv. The number of outcome classifications in a game of video        poker.    -   xxxv. In video poker, the number of cards that constitute a        complete poker hand. For example, the number may be changed such        that a complete poker hand is only four cards rather than five.        Such a hand would allow straights or flushes to be obtained more        easily.    -   xxxvi. The amount of a player's wager that a gaming device        contributes to a progressive jackpot.    -   xxxvii. The number of comp points to be provided per dollar        wagered, or the number of comp points to be provided per dollar        lost.    -   xxxviii. An amount of work required of the player per handle        pull in which the player has some advantage. For example, the        player must perform 10 seconds of monitoring of a security        camera feed for every handle pull in which the jackpot is five        times its usual size.    -   xxxix. The type of prize to be awarded upon the occurrence of a        given outcome. Types of prizes may include: cash; credits;        foreign currency; merchandise; discounts; free stays in a hotel        room; services; video clips; audio clips; software; tickets;        stamps comp points; frequent flyer miles; or internet currency.        For example, merchandise may be awarded to the player upon the        occurrence of “diamond-diamond-diamond”. As another example,        free hotel stays may be awarded upon the occurrence of        “room-room-room”. In one or more embodiments, an element might        indicate the specific prize to be awarded upon the occurrence of        an outcome rather than the type of prize. For example, a diamond        necklace may be awarded to a player upon the occurrence of        “diamond-diamond-diamond”.    -   xl. The amount of money required of a player as an upfront        deposit in return for a certain amount of play in which the        player has some advantage. For example, the player must deposit        $10 upfront, and in return may play for 10 minutes during which        the gaming device has a payback percentage of 105%.    -   xli. The house advantage of a gaming device.    -   xlii. The frequency with which a hint will be provided. For        example, a hint will be provided once every two handle pulls. In        another example, a hint will be provided once every three handle        pulls in which the player has two plausible strategies.    -   xliii. The amount of time or the number of handle pulls during        which some player advantage or other game alteration will be in        effect. For example, the outcome “cherry-cherry-cherry” will pay        double for the next 10 handle pulls.    -   xliv. An element describing the number of years over which a        jackpot won be a player will be paid to the player. For example,        a jackpot may be awarded as one lump sum, as payments over 10        years, as payments over 15 years, or as payments over 20 years.        Awarding jackpots as payments over a number of years allows the        casino to collect interest on the money over those years and        also effectively lowers the payout when the time value of money        is taken into account.    -   xlv. The rate at which a player's gaming device contributes to a        progressive jackpot. Typically, a progressive jackpot is formed        when a number of gaming devices are linked together to        contribute to a single jackpot. A portion of each wager made on        each gaming device is added to the jackpot. Then, when one of        the linked gaming devices produces a certain outcome, the player        at the gaming device wins the progressive jackpot. Therefore, if        a player's gaming device contributes, by default, two cents of        every dollar wagered to the progressive jackpot, contribution of        the gaming device might be altered to be only one cent per        dollar wagered.    -   xlvi. The fraction of the progressive jackpot that a player will        win if he obtains a jackpot outcome. For example, this element        might take on a value of ½, indicating that a player will only        win ½ of the progressive jackpot if he obtains a jackpot        outcome. A value of 2 for this element might indicate that a        player will win twice the amount of the progressive jackpot.        Note that this element differs from an element describing the        absolute size of a jackpot to be paid to a player, because with        a progressive jackpot, it is unknown what the size of the        jackpot will be when a player wins it, if at all. Therefore the        size of ½ of the progressive jackpot, or twice the progressive        jackpot is also unknown.    -   xlvii. The number of incorrect choices a player may make in a        bonus round (e.g., when choosing closed doors behind which        prizes are hidden) before the bonus round ends.    -   xlviii. An element describing whether a gaming device is linked        or unlinked from the progressive jackpot. A value of “unlinked”,        for example, would indicate that no portion of a wager made at        the gaming device would be contributed to the progressive        jackpot.    -   xlix. The number of rows on a bingo card.    -   l. The number of columns on a bingo card.    -   li. The number of numbers corresponding to an individual space        on a bingo card. For example, a space might be filled if either        of two possible numbers are called.    -   lii. The number of automatic spaces on a bingo card.    -   liii. In keno, the upper limit on the range of numbers that may        be drawn. For example, whereas the number 80 is typically the        upper limit, this limit may be reduced to 40, or increased to        100.    -   liv. In pachinko, the size of winning pockets.    -   lv. In pachinko, the number of balls received upon getting a        ball into a winning pocket.    -   lvi. In pachinko, the number of balls received after aligning        three symbols on an activated gaming device.    -   lvii. In pachinko, the size of balls that are launched.    -   lviii. The amount of training a player may receive before        playing a game. Training may instruct the player as to how to        play a game, or as to how to play a game well.    -   lix. The number of members on a team.    -   lx. The amount of a team prize.    -   lxi. The cumulative number of hours that team members must spend        gaming.    -   lxii. The minimum number of team members that must be playing at        any one time in order for a team to be progressing towards their        goal.    -   lxiii. The minimum number of team members who must achieve a        winning outcome within a particular time frame in order for a        team to meet a team goal.    -   lxiv. The number of symbols that team members may swap with each        other within an hour.    -   lxv. The name of a person who is to be a player's teammate.    -   lxvi. The number of fellow team members who must be playing at        once in order for the player to realize some advantage. For        example, a player may receive double the normal amount of comp        points per handle pull if at least 3 fellow team members are        playing.    -   lxvii. The total amount of money a team is to wager as part of a        team objective. For example, a team may have the objective of        wagering a total of $3000 during the course of a day. If the        team meets its objective, the team may be provided with a prize.    -   lxviii. The prize a team is to be provided. A prize may include        a free meal for all team members, a free hotel suite for the        team, a donation to a charity of the team's choosing, etc.

In one or more embodiments, as used herein, the term “default value”refers to the value an element will assume during one or moreinitialization circumstances. For example, when a new player initializesplay at a gaming device, an element may assume its default value. Inanother example, when a gaming device is first plugged in, or when thegaming device's power is first turned on, an element may assume itsdefault value. In a third example, when a player begins play after abreak of more than a predetermined amount of time, an element value mayassume its default value. An example of a default value is 0.001 as avalue for the element describing the probability of occurrence of theoutcome “cherry-bell-bell”. An element's default value may be stored,for example, in the memory of a gaming device, so that the element'svalue may be initialized to its default value at appropriate times.

In one or more embodiments, “default value” may refer to an element'scurrent value. For example, in the absence of further input, an elementmay remain at its current value, even though its current value isdifferent from the value the element had when the gaming device wasfirst plugged in. Thus, for example, when a first player changes thevalue of an element at a gaming device from a first value to a secondvalue, and then a second player sits down at the gaming device, thevalue of the element may remain at the second value.

As used herein, the term “customizable element” is an element whosevalue is or can be altered by a player. A player may be said to“customize” an element when the player provides an indication of thedesired value for the element, and when the element assumes theindicated value.

As used herein, the term “compensating element” is an element whosevalue is or can be altered (e.g., by the casino or its representatives)in order to offset the effects of the prior alteration of an element(e.g., by a player).

As used herein, the term “payout element” is an element that, when itsvalue is altered, modifies the amount paid to the player upon theoccurrence of an outcome. An exemplary payout element is the number ofcoins awarded for the outcome “orange-orange-orange.” The payout elementthat is the payout for the outcome “orange-orange-orange” may take onsuch values as 20, 10, 0, or 50. In some embodiments, the values couldbe decimal, fractional, or even negative.

As used herein, the term “non-payout element” is an element that, whenits value is altered, does not alter the amount paid to a player uponthe occurrence of any given outcome. Non-payout elements includeelements whose values describe an amount to be withheld from a payoutand, e.g., placed in a separate account. For example a “tax” elementwith a value of 3 may indicate that 3 coins are to be withheld from anypayout above 20 coins. All withheld coins may be kept in an account onthe gaming device, and paid to the player at the end of the hour in onelump sum. With tax elements applicable, a player is still considered toreceive a payout—it is just that a portion of the payout may bewithheld.

As used herein, the term “constraint” is any limitation on the set ofvalues that an element may assume. Therefore, if an element can normallyassume a first set of values, then a constraint specifies a second setof values that the element may assume. The second set of values is asubset of the first set of values. A constraint may be indicated, forexample, by a player, by a gaming device, or by a casino server. Notethat indicating a constraint is a superset of indicating acustomization. For example, by customizing a payout to be 50 coins, aplayer has also indicated a constraint on the payout, wherein theconstraint specifies that the payout cannot be other than 50 coins. Notealso that a constraint may be stated or indicated in terms of whichvalues an element may not assume. It is then implied that the elementmay assume all values of the first set except those excluded by theconstraint. A constraint may apply to a combination of elements as wellas to a single element. An example of a constraint applying to acombination of elements would be that the payout for the outcome“cherry-cherry-cherry” cannot equal the payout for the outcome“lemon-lemon-lemon.” Thus, the payout for the outcome“cherry-cherry-cherry” may assume any value, as may the payout for theoutcome “lemon-lemon-lemon.” However, in this example, the two payoutsmust not coincide. Some other exemplary constraints are:

-   -   i. The payout for the outcome “cherry-cherry-cherry” may not        change from its default value    -   ii. The number of lemon symbols on the first slot reel must        change from its default value. In other words, the number of        lemon symbols must either increase or decrease, but cannot stay        the same.    -   iii. The probability of the outcome “lemon-lemon-lemon”        occurring must increase.    -   iv. The required wager must fall within the range of five to        seven coins, inclusively.    -   v. The payout for the outcome “bell-bell-bell” must equal 100.        The verb “constrain” is used herein to mean apply a constraint.

As used herein, the term “value” is a concrete instance or embodiment ofan element. For example, the element that is the number of coins paidout for the outcome “bell-bell-bell” may take on the value of 20 coins,10 coins, or 100 coins. The element that is the number of cards a playeris allowed to draw in a game of video poker may take on the value of 5,4, 3, 2, 1, or 0. The element that is the type of symbol on the fifthstop position of the third reel of a gaming device may take on the valueof cherry, lemon, or orange.

As used herein, the phrase “category of elements” or just “category” mayrefer to a set of at least two elements. The elements may typicallyshare a common characteristic, but need not do so. One exemplarycategory of elements described herein is the category of payoutelements. Another exemplary category of elements described herein is thecategory of non-payout elements. A third category of elements mightconsist of every element whose value is a payout for an outcome thatpays more than five coins. A fourth exemplary category of elements mightconsist of every element whose value is the probability of an outcome'soccurrence. This category of elements may be termed “probabilityelements” and may include the probability for the outcome“plum-plum-plum” as one element, the probability of the outcome“cherry-bar-bell” as another element, and so on.

There are a number of advantages inherent in grouping elements intocategories. One advantage is organizational. For example, a player whowishes to adjust the value of a particular element may select theelement more easily from among a large number of elements by firstselecting the element's category, and then selecting the element itself.The organizational advantage may be seen as analogous to that providedby a phone book, where it may be easier to find Joe's Pizza by firstlooking under the “pizza” category, and then looking up Joe's Pizzawithin the category.

Another advantage inherent in grouping elements into categories is thatadjustments may be made to the values of large numbers of elements atonce. For example, a player may indicate that the values of all payoutelements should be increased by 1. Such a global indication may beeasier for a player than indicating for each individual payout elementthat the payout should be increased by 1.

A third advantage of grouping elements into categories is that a playermay more easily appreciate the significance of adjusting an element'svalue when he has already adjusted the values of one or more elementswithin the same category of elements. For example, if a player adjuststhe values of several elements falling in the category of probabilityelements, then the player may gain a good intuitive sense of what itmeans to adjust the value of a probability element. The player may beginto notice, for example, that certain outcomes now occur more or lessfrequently because of his adjustments. When the player later adjusts thevalues of other elements within the category of probability elements,then the player may accordingly have a clearer expectation of what willhappen as a result of the adjustments.

There are numerous possible categories of elements. Exemplary categoriesof elements may include:

-   -   i. The set of all elements, each of whose value corresponds to a        respective payout of an outcome.    -   ii. The set of all elements, each of whose value corresponds to        a respective probability of an outcome.    -   iii. The set of elements comprising the elements whose values        are the payouts for a particular subset of all the outcomes. For        example, the payouts for all outcomes of a flush in video poker,        or the payouts for all outcomes at a reel gaming device        involving three like symbols. Another example is a category        consisting of the payouts for all outcomes whose default payouts        are 20 coins or more.    -   iv. The set of all elements whose values describe the number of        symbols on a reel. For example, for a gaming device with three        reels, this category of elements would contain three elements.        Each element would describe the number of symbols on one of the        reels.    -   v. The set of all elements each of whose value describes the        type of symbol at a particular position on a reel of a gaming        device. For example, an element from this category representing        the symbol at stop 7 on reel 2 of a gaming device might have the        value of “orange”. Therefore stop 7 on reel 2 might have an        “orange” symbol. Were the value of the element to be changed to        “cherry”, then stop 7 on reel 2 would have a “cherry” symbol. It        should be apparent from this example that the value of an        element need not be numerical. Rather, it might be descriptive,        as with “orange” or “cherry”.    -   vi. The set of all elements each of whose value describes the        number of comp points awarded upon the occurrence of a given        outcome. For example, 10 comp points might be awarded upon the        occurrence of the outcome “bell-bell-bell,” and 20 comp points        might be awarded upon the occurrence of the outcome        “bar-bar-bar.”    -   vii. The set of all elements each of whose value describes the        type of prize to be awarded upon the occurrence of a given        outcome.    -   viii. The set of all elements, each of whose value describes the        number of cards in a deck from which a card in a hand of video        poker is dealt. For example, the video poker game of Five Deck        Frenzy™ has each card in a hand of video poker dealt from a        separate deck. Therefore, one element might describe the number        of cards to be in the first of five decks, another element might        describe the number of cards to be in the second of five decks,        and so on.

Players may have various opportunities for selecting categories ofelements. As illustrated in FIG. 3A, a player may have the opportunityto select categories of elements from which to customize elements. Forexample, a player may select the category of “payout elements”, andlater customize one or more of the payout elements within that category.As illustrated by FIG. 3B, a player may have the opportunity to selectcategories of elements from which to customize or constrain elements. Inthe one or more embodiments illustrated in FIG. 13, a player has theopportunity to select categories of elements from which compensatingelements are to be chosen. FIGS. 3A, 3B, and 13 will be discussedfurther below.

Note that categories of elements may be presented side by side withsingle elements. For example, in FIG. 3B, the selections designated“payout” 312 and “probability” 314 may be considered categories ofelements. However, the selection designated “wager amount” 316 may beconsidered a single element. By clicking on “wager amount”, the playermay go to another screen, analogous to that of FIG. 4A, where the playermay have the opportunity to customize the wager amount to such values as50 cents, $1.00, $1.09, and so on. Another exemplary element listed maybe a “hint frequency” option. Hint frequency may refer to a singleelement, such as an element describing the percentage of time with whicha hint will be provided to a player during the play of a video pokergame. Upon selecting the “hint frequency” option, the player may bepresented with another screen, analogous to that of FIG. 4A, where theplayer may have the opportunity to customize the hint frequency to suchvalues as 25%, 50%, or 100%.

Referring now to FIG. 1, a block diagram of a gaming device indicatedgenerally at 100 comprises a processor 102 and a data storage device 104in communication with the processor 102. In communication with processor102 are: a slot network interface 106, a starting controller 108, arandom number generator 112, an input/output (I/O) device 114, a reelcontroller 116, a video display 118, a hopper controller 122, and a coinacceptor 124. Referring again to processor 102, the device may compriseone or more of many well known processing units, for example a Pentium™class processor manufactured by Intel™ Corp. Data storage device 104comprises an appropriate combination of magnetic and optical memory,such as disk drive memory, and semiconductor memory such as randomaccess memory (RAM) and read only memory (ROM). Data storage device 104stores a probability table 126, a house advantage value 127, a houseadvantage formula 128 and a payout table 129 as well as appropriateoperating system and control software (not shown), functional to operategaming device 100 in the manner described below. Random number generator112 comprises one of many well known random or pseudo-random numbergenerators suitable for use in a gaming device. As will be furtherdescribed below, during game play, data storage device 104 also stores aplayer credit balance.

Coin acceptor 124 is operative to receive one or more coins, and totransmit an appropriate value signal to processor 102. Hopper controller122, and hopper 130 connected thereto, are operative under the controlof processor 102 to dispense coins to a player. Reel controller 116 isoperative to control the spin and outcome displayed by first, second,and third reels 132, 134, 136, respectively, which may be mechanical innature, or graphical and displayed on video display 118. Differentnumbers of reels may be used, or selected for use in furtherembodiments. In the present embodiment, gaming device 100 comprises a“22 stop” machine, such that 22 indicia are contained on each of reels132, 134, 136. Video display 118 comprises any appropriate video displayapparatus, for example, a touchscreen, a cathode ray tube or a liquidcrystal display screen.

Starting controller 108 comprises a player-operated device such as ahandle or button for initiating the play of a game. I/O device 114comprises a conventional player interface including a card reader 138for receiving a player tracking card, a display 142 for communicatingalpha/numeric messages to the player, and a keypad 140 for receivingplayer input such as a player identifier.

Although not shown in the figures, gaming device 100 may also contain atransmitter, and/or a receiver. The function of transmitting andreceiving may be performed, for example, by an antenna. The transmitterand/or receiver may allow the gaming device to communicate with one ormore peripheral devices. Peripheral devices may include, for example,personal digital assistants (PDA's), laptop computers, or cellularphones. The peripheral devices may be used, for example, to receiveinputs from players and to display information to players. For example,a player may use a cellular phone to key in the desired values of one ormore elements. In another example, a gaming device may transmit to aplayer's cell phone values for one or more elements. The player may thenapprove the values of the elements before beginning play at the gamingdevice. In one or more embodiments, a gaming device may contain acommunications port into which a peripheral device may be plugged. Forexample, a cord from a PDA may be plugged into the gaming device so thatthe gaming device may communicate with the PDA. In one or moreembodiments, a casino server may serve as an intermediary incommunications between a gaming device and a peripheral device. Forexample, a gaming device may first send information to the casino servervia the slot network interface 106. The casino server may then transmitthe information to the peripheral device via a wireless communicationprotocol.

Slot network interface 106 comprises a conventional network interfacefor enabling gaming device 100 to communicate with a network, therebyfacilitating remote loading of new programs and values into data storagedevice 104 as desired.

Referring to FIG. 2, a front elevation view of an exemplary gamingdevice consistent with one or more embodiments of the present inventionis shown as indicated generally at 200. It should be noted that thearrangement of player interfaces may be varied significantly and stillremain within the scope of the present invention. Gaming device 200 isgenerally divided into three sections: an upper panel 210, a centralpanel 212, and a lower panel 214. Upper panel 210 provides display of afirst reel 232, a second reel 234 and a third reel 236 which, aspreviously mentioned with respect to the reel representations in FIG. 1,can be mechanical based or electronic in nature. In this embodiment, itis a conventional electronic graphical display capable of displayingcomputer generated data, such as a VGA monitor or LCD display. Centralpanel 212 comprises a card reader 238, a coin acceptor 224, a startingcontroller 208, various bet buttons 217, 218 and 219, and acustomization button 215, which initiates display of a customizationmenu which will be described further below. The starting controller 208may be, for example, a handle or a button. Lower panel 214 comprises adisplay of a pay schedule 229 comprising, for example, an electronicgraphical display. The details of pay schedule 229 are discussed below,and will change with customization by the player. Basically, the payschedule describes the amount paid for the outcomes shown, based on thenumber of coins or credits wagered.

Reference is now made to FIG. 3A, which illustrates exemplary frontelevation view of the gaming device 100. The upper panel of the gamingdevice provides display of a main customization menu as indicated at 310in FIG. 3A. The categories of elements displayed in menu 310 comprisethree selections, a payout selection 312, a probability selection 314and a wager amount selection 316. Note that in various alternativeembodiments, the wager amount selection 316 may be considered a singleelement. Of course other categories of elements could be listed in menu310. These selections comprise a predefined area on a touch screenallowing a player to touch the area in order to invoke functionality toallow player customization of elements associated with each selection.The customization menu may also be presented on a VGA monitor and theplayer selections signaled by a cursor associated with well known cursorcontrol devices, such as a touchpad, trackball, or mouse. When a playeractuates the customize button illustrated in FIG. 2 at 215, which may bea mechanical button that is pushed, a capacitive switch, a touch screenbutton, or any other number of devices which sense a player selection,upper panel 210 provides display of a main customization menu asindicated at 310 in FIG. 3A.

Reference is now made to FIG. 3B, which illustrates exemplary frontelevation view of the gaming device 100. The menu displayed in FIG. 3Bis a “Main Customization and Constraint Menu”, in contrast to the “MainCustomization Menu” illustrated in FIG. 3A. Using the menu of FIG. 3B, aplayer may ultimately select an element to which he may apply aconstraint. It should be noted that applying a constraint to an elementmay include customizing the element.

FIG. 4A illustrates a payout customization menu 410 that is displayedupon selection of payout selection 312. Menu 410 comprises an outcomedisplay 412 comprising sample representations of three potential winningoutcomes such as three “7's”, three bars and three cherries. Currentpayout displays 416 show current payouts each corresponding to arespective winning outcome. The values shown in current payout displaysof FIG. 4A may be the default payouts (i.e. before customization begins)of “100”, “50” and “20”. The values shown in current payout displays ofFIG. 4A may also be suggested payouts based, for example, on past playerchoices or preferences. As the player customizes the payouts, hisselection(s) will replace the values shown in the “current payout”displays 416. This process will be further illustrated in FIGS. 5A, 5B,and 6. Customization choices displays 418 show alternative payouts whichmay be selected by a player as by touch screen or other selectiondevice. Further selections on customization menu 410 comprise a “Returnto Main Menu” button 420, which brings up the previous menu allowingcustomization of another element, and a “Customization Completed” button422 which, when selected, causes the gaming device to adjust one or moreother elements which were not customized by the player in order tomaintain a desired house advantage. The adjustment of other elements isdescribed further below following a description of the playerinterfaces. The outcomes available for customization, as illustrated inFIG. 4A, are meant as examples only. Any number and variety of outcomescould be available to the player for customization.

FIG. 4B shows an alternate embodiment of a customization menu 4B10wherein a new customization choices display element 430 contains“Increase” and “Decrease” buttons 432 and 434. These buttons allow auser to incrementally increase or decrease payouts for eachcorresponding outcome without being limited to selecting frompredetermined values. In this embodiment, as the player presses the“Increase” and/or “Decrease” buttons, the corresponding “current payout”value changes accordingly. For example, if the player presses the“Increase” button corresponding to the “7-7-7” outcome once, the currentpayout value for that outcome would change from “100” to “101.”

FIG. 4C shows one embodiment of a customization and constraint menu 4C10wherein constraint choices 440 provide the player the opportunity toapply constraints to one or more elements. If selected, a “lock”constraint, such as that illustrated at 442, may force the value of thecorresponding element to remain at its current value. For example, inFIG. 4C, the “lock” button 441 corresponding to the outcome “7-7-7” hasbeen selected, as indicated by the highlighting of the button's border.Therefore, the payout of the outcome “7-7-7” may be constrained toremain at the “current value” 416 of 100. Also, if selected, a “require”constraint, such as that illustrated at 444, may force the value of thecorresponding element to be altered. For example, if a player were toselected the “require” constraint 444, then the player may thereby forceof the payout of the outcome “cherry-cherry-cherry” to change from its“current value” 416 of 20, to some other value. In one embodiment, menu4C10 may be accessed through the selection of the “payout” option 312 inthe menu illustrated in FIG. 3B.

FIG. 4D shows one embodiment of a customization and constraint menu4D10. In FIG. 4D, a player may apply constraints by highlightingportions of a number line, such as the number line 452. The highlightedportions of the number line may then correspond to the range of valuesthat the corresponding element may assume. In one embodiment, menu 4C10may be accessed through the selection of the “payout” option 312 in themenu illustrated in FIG. 3B.

Returning now to the embodiment of a customization menu firstillustrated in FIG. 4A, FIG. 5A shows the customization choices of theplayer. For an outcome of “7-7-7”, the player has chosen “200” at 512 asopposed to the default payout of “100”. For the outcomes “bar-bar-bar,”and “cherry-cherry-cherry” the player has left the default values of“50” and “20” respectively, as indicated at 416. The player may thusobtain a feeling of control and may be more likely to stay with thecurrent machine. Upon selection of the customization completed button422, the current payout displays 416 may change. For instance, thepayout value of “100” corresponding to the outcome “7-7-7” may change tothe value of “200” chosen by the player. Furthermore the gaming devicemay calculate a new value of “15” corresponding to the outcome“cherry-cherry-cherry”. Thus, the payout value of “20” corresponding tothe outcome “cherry-cherry-cherry” may be changed to “15”.

In one embodiment, once a player has selected “200” for the payout ofthe outcome “7-7-7,” as shown at 512, other customization choices aregrayed out, as illustrated at 514 (of FIG. 5B). The player can no longerselect the choices that have been grayed out. The graying out of certaincustomization choices by the gaming device may be desirable in one ormore embodiments to prevent a player from selecting multiplecustomization choices that favor the player, and leaving the gamingdevice with a limited number of elements with which to compensate forthose choices. For example, suppose in the payout customization menuscreen 410 of FIG. 5B, that the player were allowed to select “200” forthe payout of the outcome “7-7-7,” “100” for the payout of the outcome“bar-bar-bar,” and “45” for the payout of the outcome“cherry-cherry-cherry.” Then all the player customizations choices wouldfavor the player (all selected payouts would be larger than the currentpayouts). In order to maintain a constant house advantage, the gamingdevice would have to make offsetting adjustments to the values of one ormore other elements, such as the values of other payouts or such asother probabilities. But since player adjustments would have been sofavorable to the player, the gaming device might have to make largeoffsetting adjustments, or offsetting adjustments to the values of manydifferent elements.

In one or more embodiments, the gaming device might be limited in thesize or number of offsetting adjustments that can be made. For example,the gaming device might have only a few winning outcomes, allowing forthe reduction of only a few payouts. Additionally, the gaming devicemanufacturer may not wish for players to know the probabilities ofoccurrence of any outcomes, and so the gaming device may not allow thealteration of probabilities of outcomes' occurrences. Therefore, thegraying out of certain customization choices is one way in which thegaming device may avoid having to make large offsetting adjustments toelement values, of having to make offsetting adjustments to a largenumber of element values, or of having to make offsetting adjustments tothe values of elements that the gaming device is restricted fromaltering. It should be noted, however, that in one or more embodiments,a gaming device may have a sufficient number of elements whose valuesare available for modification. Furthermore, the gaming device may havefew restrictions on the amounts by which element values may be altered.Therefore, in these embodiments, the gaming device need not necessarilygray out certain customization choices.

In a further embodiment, menus similar to menu 410 may be provided forselection of other elements. For example, by substituting “currentprobabilities” for the “current payout” of display 416, and selectingprobabilities in the customization choices 418 display, the menurepresented in FIG. 4A is easily changed to handle customization ofprobabilities. To change the wager amount, only two display areas arerequired, such as represented at 416 and 418 since the wager amountspertain to all outcomes. Hence the display area 416 would represent thecurrent wager amount, and display area 418 represents the choices asdetermined by the casino. In an alternate embodiment, the wager amountbutton on main menu 310 represents multiple amounts that may be selecteddirectly from the main customization menu 310 without having to navigateto a secondary menu. For example, the wager amount button, whenselected, may reveal a pull down menu directly on the screen of the maincustomization menu 310. In a still further embodiment, rather thanselecting from predetermined choices, a player may enter a desiredamount either via a keypad, or by selecting “increase” and “decrease”arrows 432 and 434 displayed on the payout customization menu 4B10 asshown in FIG. 4B. Such selection will cause display of a customizedpayout value which may then be selected by pressing button 420 or 422.Further buttons may be provided to cancel customization at any point inthe process of operating the menu.

There are many examples of player customization. In one example, aplayer chooses to double the top jackpot. The gaming device compensatesby lowering the probability of hitting the top jackpot in order tomaintain a pre-defined house advantage of 7%, or of some other desiredpercentage. In another example, the player may choose to increase theprobability of hitting a jackpot and decrease the wager per pull. Thegaming device compensates by decreasing the value of the jackpot payout.Alternatively, the player may choose to increase the value of smallerprizes. In this case, the gaming device compensates by lowering theprobability of hitting outcomes that yield those prizes. Theabove-described menus that allow customization may be provided bysoftware, referred to as a player input module. The player input modulereceives a modification to one or more game elements through menus andplayer interaction with the gaming device. The software may be stored instorage device 104.

Reference is now made to FIG. 6, which is an exemplary illustration ofpayout customization menu 410 after the player's customization choiceshave been incorporated. In FIG. 6, the current payout 416 for theoutcome “7-7-7” has been altered from its value of 100, illustrated inFIG. 4A, to a new value of 200 (612). Furthermore, the current payout416 for the outcome “cherry-cherry-cherry” has been altered from itsvalue of 20, illustrated in FIG. 4A, to a new value of 15 (616). In theexemplary illustration of FIG. 6, the value of 200 (612) for the outcome“7-7-7” represents a value selected by the player, whereas the value of15 (616) for the outcome “cherry-cherry-cherry” represents a valuecalculated by the gaming device in order to compensate for the value of200 chosen by the player. Therefore, the outcome “7-7-7” has served as acustomizable element, and the outcome “cherry-cherry-cherry” has servedas a compensating element.

In FIG. 7, an alternate embodiment of a gaming device 710 includesscreen display 712, which comprises a main customization menu in thelower portion of the gaming device. In this embodiment, the display 712is electronic and shows the payout schedule when a player is not in theprocess of customization.

FIG. 8 is an illustration of an alternate embodiment of a gaming device810 where a main customization menu 812 is built into the middle part ofthe body of the machine.

FIGS. 9A and 9B together comprise a flowchart of one embodiment of acustomization process. In one embodiment, the flowchart represents thesteps carried out by processor 102 while executing a program, includingan element modification module and the player input module stored ondata storage device 104. The program may be stored on any machinereadable medium and may be downloaded from a remote device via networkinterface 106 which may comprise an ethernet card, modem or othersuitable communications card or port. The customization process beginsat 900 and is represented by blocks in flowchart form. The blocksrepresent steps performed by software modules or objects.

A player request to customize a game is received at step 910 and themain customization menu is displayed at step 912. The customization step912 is illustrated in FIG. 3A as “MAIN CUSTOMIZATION MENU” 310. At step914, a signal from a player, indicating a category of element tocustomize, is received. In the illustration of FIG. 3, the categories ofelements are: elements effecting the payouts of outcomes (denoted“payout”), elements effecting the probability of outcomes occurring(denoted “probability”), and elements effecting the required wageramount of the player (denoted “wager amount”). Many other categories ofelements are possible. One of the purposes of displaying categories ofelements to the player is to simplify the process by which the playerchooses an element to customize. In keeping with this purpose, analternative to the “Main Customization Menu” of FIG. 3A might be asearch feature. Using the search feature, a player might type in adescription of a category of elements. Exemplary descriptors mightinclude “quantity of symbols”, “probability of four-of-a-kind,” and“wager amount”. The results of the search might lead to a targeted menulisting individual elements and the values the elements are permitted toassume.

In the embodiment illustrated in FIGS. 3A and 4A, the player will beallowed, for one or more elements within the category of elements chosenby the player, to select a value from among a set of choices determinedby the gaming device. Therefore, at step 916, the gaming devicedetermines for each element in the category of elements whether theelement is available to have its value altered by the player, and if so,the values to which the element's current value may be altered. In theexample illustrated in FIG. 4A, the category of elements includes thepayout for the outcome “7-7-7,” the payout for the outcome“bar-bar-bar,” and the payout for the outcome “cherry-cherry-cherry.”For the outcome “7-7-7,” the gaming device may determine possiblepayouts (i.e., values that the payout element is allowed to assume) tobe 100, 50, 200, or 300. For the outcome “bar-bar-bar,” the gamingdevice may determine possible payouts to be 50, 30, 75, or 100. For theoutcome “cherry-cherry-cherry,” the gaming device may determine possiblepayouts to be 20, 15, 30, or 45.

The gaming device may determine the customization choices using one ormore criteria. One example of a criterion comprises limiting the valuesthat elements may assume to “round” numbers, such as numbers evenlydivisible by 100, 50, 25, 10, 5, 2, or 1.

Another example of a criterion for determining customization choicescomprises limiting the values that elements may assume to those that donot exceed the capacity or the capabilities of the gaming device. Forexample, a mechanical slot machine with 22 stops on a reel cannot put 23cherries on a single reel. In yet another example of a criterion, nogaming device can make an outcome or one of a set of outcomes occur withprobability greater than one, or less than zero. Another criterion wouldlimit customization choices to those that could possibly or reasonablybe offset using compensating elements. For instance, a player might notbe allowed to set the payout of all outcomes of the form“cherry-any-any” to 1000. Doing so would force the gaming device, forexample, to greatly reduce the probability of the occurrence of alloutcomes of the form “cherry-any-any” in order to maintain a houseadvantage. However, the gaming device may not be configured to generaterandom numbers according to probabilities below a certain threshold.

Still another criterion would limit customization choices to be within afixed range of values from a reference point. For instance,customization choices are limited to those that would assign a value toan element between 50% below the element's default value, and 100% abovethe element's default value. Many other criteria for presentingcustomization choices are possible.

At 918, the elements within the selected category of elements, and thecorresponding element customization choices are presented to the player.For example, in the illustration of FIG. 4A, the player has selected thecategory of elements that effect the payout of outcomes. Thus, FIG. 4Adisplays a menu of outcomes, the current payout for each outcome, andchoices of values to which the player may adjust the payout of eachoutcome. The customization choices may be, for example, preprogrammedand stored in a table, or may be generated by the casino at a centralserver and downloaded into storage device 104 for use by this process.Alternatively, the player may choose for elements any value between aselected range, as illustrated for the category of elements related topayouts in FIG. 4B.

At 920, a choice for element customization in FIG. 5, is received fromthe player. The customization step 920 is illustrated for the categoryof elements related to payouts in FIG. 5A at 512. At 922, if the playerwishes to customize another element, flow is returned to 912 where themain customization menu is once again displayed to the player. Anexample of the customization step 922 is illustrated in FIG. 5A at 420and 422. If no further customization requests are indicated by theplayer, recalculation of other element values occurs. At 924, a houseadvantage value and formula are retrieved from memory 104, and at 926,remaining element values are calculated. At 928, the resulting elementvalues (player selected and machine recalculated) are used to replacethe default values and are displayed to the player at 928 as indicatedat elements 612 and 616. The recalculation of internal element valuesmay be a process executed within the machine and, therefore, may not beshown in the figures. In other embodiments, the recalculation ofinternal element values may be shown to the player. For example, thegaming device might present on a display a series of algebraic stepsused to calculate a value for one or more elements. The customizationstep 928 is illustrated in FIG. 6 at 612 and 616.

Next, the program checks at 930 to see if the player has accepted thevalues for the customized elements. A player can so indicate by pressingthe customization completed button 422 or the return to main menu button420. If the player has not accepted the values for the customizedelements, control is returned to block 912 to display the maincustomization menu and offer the player a chance to change thecustomization or return to default values. In one embodiment, a timer isused to automatically reset the gaming device to the default values ifno activity is detected for a predetermined time. Once the player hasaccepted the customized elements at 930, a game setup is modified byimplementing the customized element values in a known manner at block932. A “Ready to Play” or other suitable indication is provided to theplayer at 934. Internal customization tables are changed, and the gamemay then be played and the customization process ends at 940.

These steps apply equally well to the customization of elements otherthan payout. Such elements are easily modifiable by following the abovesteps. In particular, at 912, the player is shown the elements availablefor customization. At steps 914 to 916, the player selects at least oneelement to be customized. At step 920, the player selects at least onevalue to substitute for the default values, and at step 926, the machineadjusts other element values or a value to compensate for the playerselected values. The resulting values are displayed at 928, and theplayer accepts or rejects the resulting set at 930. Finally, the machineapplies the accepted values to game play at 932.

As defined herein, two major categories of elements may be payoutelements and non-payout elements. In one embodiment, a player customizesa payout element and the gaming device compensates by altering the valueof another payout element. In another embodiment, the player customizesa payout element and the gaming device compensates by altering the valueof a non-payout element. In a third embodiment, a player customizes anon-payout element and the gaming device compensates by altering thevalue of a payout element. In a fourth embodiment, the player modifies anon-payout element and the gaming device compensates by altering thevalue of a non-payout element. In addition to these four embodiments,there are embodiments where the player might customize multiple elementsand the gaming device might compensate by altering the value of multipleelements. For example, the player might customize a first element thatis a payout element and a second element that is a non-payout element,and the gaming device might compensate by altering the value of a thirdelement that is a payout element and a fourth element that is anon-payout element.

The Significance of Various Categories of Elements

Discussion now turns to the probability of occurrence of a given outcomeas an element. With many existing gaming devices, a player is largelyunaware of the probability of any given outcome occurring. Gamingdevices typically do not publish or display the probability of anoutcome occurring. Furthermore, a player often doesn't even know howmany symbols are on a reel of a gaming device, as the reel may beelectronic in nature and may contain a theoretically unlimited number ofsymbols. Even if a player does know the number of symbols on a reel of agaming device, he cannot necessarily extrapolate a probability of asymbol's occurrence. For example, just because a reel has five symbolson it does not mean that each has a probability of ⅕ of occurring.Rather, a random number generator internal to the gaming device maypreferentially weight the probability of occurrence of some symbols overothers.

Since players have been largely unaware of the probabilities ofoutcomes' occurrences, it has not been obvious to allow players tochange such probabilities. One might question why players would want tochange something whose value they don't know in the first place.

Changing the probability of an outcome's occurrence has also beendifficult for a gaming device to accomplish within a regulatoryframework. Typically, a gaming device must undergo a process ofregulatory approval in which a regulator verifies the house advantageclaimed by a gaming device. Any subsequent changes to the probability ofan outcome's occurrence would potentially change the house advantageprovided by the gaming device. Therefore, the gaming device wouldpotentially be subject to a new regulatory approval process any time achange was made to a probability of an outcome's occurrence.

However, as described herein, probability elements may serve asimportant elements for adjustment by a player or a gaming device.Players may be willing to adjust probabilities if they are actually toldwhat the probabilities are. Players may also be willing to adjustprobabilities on a percentage basis (e.g., increase 50%, decrease 25%),even if they do not know the absolute value of the probabilities.Furthermore, players may be willing to allow the gaming device to adjustprobabilities of whose values the players are unaware. It may make nodifference to a player that a probability has gone from one unknownvalue to another, since in neither case does the player know theprobability.

Probability elements are also extremely flexible elements. Whereaspayouts may be denominated in terms of whole numbers (e.g., multiples ofone coin), probabilities may be denominated in terms of extremely smallfractions (e.g., 2⁻³²). Therefore, probabilities may be adjusted byextremely small or precise amounts in order to achieve a desired houseadvantage for a gaming device.

Additionally, it seems plausible that gaming regulators would allow,without the need for re-approval, the adjustment of probability elementvalues, and of other element values, if there were assurances built intothe processor of the gaming device that the house advantage would remainconstant. For example, a gaming device might store internally a recordof all changes made to the values of elements, and a time at which suchchanges were made. A gaming regulator might then examine the record inorder to verify that the house advantage did not vary significantly fromany given time to another. Such records may also be stored at a casinoserver, or at any other location.

Discussion now turns to wager amount as an element. With many existinggaming devices, a player often has a choice as to the amount to bewagered on each handle pull. Typically, a player is able to place awager whose size is a multiple of a base unit. The base unit may be 5cents, 25 cents, 1 dollar, etc. The wager may be twice the base unit,three times the base unit, and so on, typically with a cap at somemultiple of the base unit. The cap may be 3 times the base unit, fivetimes the base unit, 90 times the base unit, etc. By varying the size ofa wager, a player may vary the paytable used to pay winning outcomes, orhe may vary the number of lines played. For example, a player whoachieves a winning outcome may win $5.00 if his wager was 25 cents,$10.00 if his wager was 50 cents, $15.00 if his wager was 75 cents, andso on. As another example, a player who wagers 25 cents may receive thebenefit of an outcome occurring along a first pay line, a player whowagers 50 cents may receive the benefit of two pay lines, a player whowagers 75 cents may receive the benefit of three pay lines, etc.Additionally, a wager that is the multiple of a base unit maysimultaneously enable a player to receive the benefit of multiple paylines and to change the paytable for any outcome to be achieved on oneof the multiple pay lines. For example, by wagering $1.00, a player mayreceive the benefit of two pay lines, with wins along the pay lines paidat twice the rate of a wager equal to the base unit (i.e., 25 cents).Many current gaming devices are configured so that an increase in thesize of a wager will result in a proportional increase in the payoutsfor all outcomes. For example, a doubling of a wager amount will resultin the doubling of the payouts for every outcome. The usual result isthat the payback percentage of the gaming device is held fixed.

The present invention allows for a wager amount to be used as acompensating element for player customizations. However, unlike the wayin which many existing payout schedules vary (i.e., with payouts allincreasing proportionally to one another), a player may adjust somepayouts upwards or downwards while leaving others unchanged, or whileadjusting them in the opposite direction. Therefore, payouts are notnecessarily all adjusted in proportion, and a required wager amountcannot necessarily be changed simply in proportion to a change in one ofthe payout amounts. The present invention, however, allows computationof a required wager amount that would leave the house advantage nearlyunchanged. For example, equation 1 may be used to determine a requiredwager amount. Furthermore, the required wager amount determined with thepresent invention need not necessarily be a multiple of a base wageramount. For example, suppose the minimum wager at a gaming device was$1.00. The present invention might determine a new required wager amountto be $1.05 due to player adjustments to payout amounts. It should alsobe noted that, with existing gaming devices, the amount of money aplayer inserts decides the paytable that will be used for the currentgame. However, with the present invention, a player may first decide thepaytable to be used, and then the player may be instructed as to therequired wager to be made in order to receive his desired paytable. Onebenefit of the present invention is therefore that a player may beprevented from mistakenly initiating a game after having inserted awager amount that does not correspond to his desired paytable.Situations may thereby be avoided, for example, where a player achievesan outcome but does not receive the payout that he expected because heinserted the wrong wager amount.

In addition to the above benefits, the present invention allows for agaming device to allow a tradeoff between a wager amount and theprobability of one or more outcomes' occurrence. For example, a playermay increase the probability of an outcome occurring, and the gamingdevice may then require a larger wager from the player to initiate agame in which the probability has been altered. With the presentinvention, a gaming device may also allow for a tradeoff between wageramount and comp points awarded, wager amount and rate of play required,wager amount and type of prize awarded, etc.

Discussion now turns to rate of play as an element. If a player wagers afixed amount per handle pull, and a casino maintains a fixed houseadvantage per handle pull, then the casino may expect to make higherprofits per hour as the player plays more rapidly. Therefore, it may bein a casino's interest to encourage more rapid play from players.Additionally, a casino may be willing to make one or more concessions tothe player, such as in the form of increased payouts or increasedprobabilities for winning outcomes, in exchange for more rapid play onthe part of the player.

A player's rate of play has, however, been largely neglected assomething that a gaming device or casino might control. As a player hasthe option to leave a gaming device at any time, it is difficult torequire that a player make a single handle pull, let alone a wholeseries of handle pulls within a set period of time. Players have manyreasons for playing slowly. Players may wish to visit the restrooms,find food, or chat with friends. Furthermore, a player may run out ofcredits. If a player has no credits invested in a gaming device, thenthe gaming device typically cannot influence the player to play quicklyuntil the player inserts more credits. However, the player cannotnecessarily be compelled to insert more credits.

Despite the aforementioned difficulties, it is possible that a playercan be encouraged to play quickly. First, the player may be motivated toplay quickly by an advantage that is provided to the player. Forinstance, the value of a payout element is increased so long as theplayer maintains an increased rate of play. Secondly, a player may beencouraged to play at an increased rate only when the player has anadequate number of credits in a gaming device. For example, the playermay be encouraged to play at an increased rate only if he has at leastfifty credits in a gaming device. Thirdly, a player may allow the gamingdevice to play automatically on his behalf In this way, a player maytake breaks to chat or visit the restroom, and may still maintain aminimum rate of play. In addition, a player may be encouraged tomaintain a minimum rate of play through the use of penalties. Forexample, if a player slows for five minutes below a rate of 15 pulls perminute, a $3 charge may be added to the player's hotel bill.

Not only has a player's rate of play been neglected as something thatcan be controlled, but a rate of play has also largely been neglected asa means of generating offsetting reductions to a house edge. One reasonis that a house edge is typically measured as a function of a singlehandle pull. However, a rate of play may only be measured using multiplehandle pulls. For example, a rate of play may be measured as a givennumber of pulls per hour. Therefore, an element whose value represents arate of play has not been used to offset reductions to a house edgecaused by modifying payout elements, probability elements, or wageramount elements.

Reference is once again made to the figures. FIGS. 9C and 9D togetherconstitute an alternate embodiment of the customization process. Adifference from the process described in FIGS. 9A and 9B is that theplayer may impose one or more constraints on the values of elements.Therefore, after the customization process begins at step 950, and thegaming device receives a player request to customize the gaming deviceat step 952, the player is now presented with a customization andconstraint menu instead of simply a customization menu. The gamingdevice then receives a player selection from the menu of a category ofelements within which to customize or constrain an element (step 956).

At step 958, the gaming device then displays a list of elements in thechosen category. An exemplary display of the list of elements is shownin FIG. 4C, item 412. Also shown is the current payout for each outcome416, and the customization choices 430. In addition, FIG. 4C showsconstraint choices 440. For each element listed, there are twoconstraint choices: “lock” 442 and “require” 444. A player selection of“lock” may force the corresponding payout to remain at the currentvalue. In other words, the gaming device will not be able to alter thecorresponding payout to compensate for a player customization. A playerselection of “require” may force the gaming device to alter thecorresponding payout from the current value. The gaming device mayreceive a player selection of “require” for a particular element if theplayer wishes for that element to be used as a compensating element. Insome embodiments, if the gaming device first receives from the playerselections of the customization choices 430 to alter the current payout416, then the gaming device may thereafter prevent the player frompressing “lock” or “require”. In this embodiment, for example, the“lock” option may be intended to fix a payout to its default or to itsmost recent value, and not to a value just chosen by the player.

In FIG. 4C the player selection of the “lock” button 441 has beenreceived by the gaming device, causing the border of the button tobecome highlighted. The gaming device has received no selection from theplayer, as yet, for constraints to the payout of the outcome“bar-bar-bar” or to the payout of the outcome “cherry-cherry-cherry.” Ifthe gaming device does not receive from the player a selection of acustomization for an element, then the element may be regarded by thegaming device as an element whose value may be altered by the gamingdevice without restriction. That is, the gaming device is free to alterthe value of the element to compensate for player customizations,although the gaming device need not alter the element's value. In FIG.14 is illustrated a screen from which a player may specifically indicatethe elements that the gaming device may alter without restriction.However, in many embodiments, in order to compensate for playercustomizations, the gaming device must first alter the value of anelement where the player has selected “require” as a constraint choicefor the element before altering the value of an element that has notbeen constrained by the player.

Of course, many other constraint choices are possible. An “increase”constraint choice might force the gaming device to increase the value ofthe corresponding element. Similarly, a “decrease” constraint choicemight force the gaming device to decrease the value of the correspondingelement. An “at least” choice, together with a threshold value enteredby the player, might force the gaming device to alter the value of theelement to be at the player-entered threshold, or above. An “at most”choice would work in the opposite fashion. In some embodiments, a gamingdevice may allow a player to manually key in a complete description of aconstraint. For example, “100-200, 300-400” might indicate that anelement value is to fall within the range of 100 to 200 or 300 to 400.

In another embodiment, possible element values may be represented by ahorizontally oriented number-line. The leftmost point on the number linemay represent the lowest possible element value, and the rightmost pointon the number line may represent the highest possible element value.Intermediate points may represent element values between the lower andthe higher extremes. FIG. 4D, items 450, 452, and 454 illustrate threeexemplary such number lines. A player may be allowed to impose aconstraint by highlighting portions of the number-line in order toindicate that an element's value is constrained to fall within thehighlighted portions. In 452, the gaming device has received playerinput highlighting the portion of the number-line spanning from 25 to100. Thus, the value for the payout of the outcome “bar-bar-bar” isconstrained to fall in the range of 25 to 100. In 454, the gaming devicehas received player input highlighting portions of the number-linespanning from 0 to 15 and from 30 to 45. The payout for the outcome“cherry-cherry-cherry” must therefore fall in the range of 0 to 15, or30 to 45. No areas in the number-line of 450 have been highlighted. Inthis example, the gaming device has already received player inputs forcustomizing the payout for the outcome “7-7-7” to be at 200, from adefault of 100. Therefore, it does not make sense for the gaming deviceto receive input from the player to impose a constraint on the payout ofthe outcome “7-7-7.”

In some embodiments, there is no distinction between customizing anelement and constraining an element. This is because customizing anelement is equivalent to constraining the value of the element to takeon a particular, player-chosen value. Therefore, the player may simplybe permitted to impose constraints, after which the gaming device isfree to adjust the values of the elements within those constraints.

At step 960, the gaming device receives a signal from the playerindicating the player's customization or constraint choices for one ormore of the elements. As discussed, this signal may include any playercustomization values for the payouts of the outcomes “7-7-7,”“bar-bar-bar,” “cherry-cherry-cherry,” or for any other outcome. Thesignal may include customization values for elements in other categoriesof elements, such as probabilities or wager amounts. The signal may alsoinclude constraints imposed by the player, including designations ofelements whose values may not be altered, or designations of elementswhose values must be altered, and including the ranges in which thevalues of elements may fall. After step 960, the process continues muchas it does for the process described in FIGS. 9A and 9B, starting fromstep 922.

Element Customization Operation

Multiple formulas may be stored within data storage device 104 and usedby the above process to enable the processor to calculate how much oneor more element values must change in order to accommodate the elementcustomization by the player, while keeping the house advantage constant.Equation (1) provides the relationship between the wager amount,payouts, probabilities, and the house advantage: $\begin{matrix}{{{WagerAmount} - {\sum\limits_{i = 1}^{n}\left( {{Prob}_{x_{i}} \times {Pay}_{x_{i}}} \right)}} = {HouseAdvantage}} & (1)\end{matrix}$

-   -   Where        -   n is the number of possible outcomes        -   x_(i) is the ith outcome        -   Prob_(x) _(i) is the probability of the ith outcome            occurring        -   Pay_(x) _(i) is the payout associated with the ith outcome        -   Wager Amount is the number of coins wagered        -   House Advantage is the portion of the wager retained by the            casino

In other words, the house advantage is equal to the wager amount lessthe sum of all potential payouts times the probability of each potentialpayout. This sum of all potential payouts multiplied by their respectiveprobabilities is known as the expected value of the payouts. Afteraltering one of the elements and selecting another “compensating”element to change as a result, the above equation enables the gamingdevice 100 to determine how much the compensating element must change.

Although the above equation is sufficient to calculate any requiredchanges, it requires that a compensating element be selected. Byestablishing rules for the selection of the compensating element change,the above equation may be simplified. For example, if it is assumed thatfor every payout change requested the machine is to calculate a newprobability associated with that payout, and that any probabilitychanges are compensated by a change to the probability of getting nopayout, the equation collapses to: $\begin{matrix}{{{CompensatingP}{robability}}_{x_{i}} = \frac{\left( {{OldPay}_{x_{i}} \times {{OldP}{rob}}_{x_{i}}} \right)}{{NewPay}_{x_{i}}}} & (2)\end{matrix}$

-   -   Where        -   Compensating Prob_(x) _(i) is the new probability generated            to offset the payout change        -   Old Pay_(x) _(i) is the payout for outcome_(x) _(i) before            the player made the change        -   Old Prob_(x) _(i) is the probability for outcome_(x) _(i)            before the player made the change        -   New Pay_(x) _(i) is the new payout for the outcome selected            by the player

In another example, an equation can be generated to calculate a payoutchange to compensate for another payout change, assuming that thecompensating payout is pre-determined. $\begin{matrix}{{Pay}_{c_{new}} = \frac{\begin{matrix}\left\lfloor {\left( {{Prob}_{\quad c_{\quad{old}}} \times {Pay}_{\quad c_{\quad{old}}}} \right) - \left( {{Prob}_{\quad x_{\quad i_{new}}} \times {Pay}_{x_{i_{new}}}} \right) +} \right. \\\left. \left( {{Prob}_{x_{i_{old}}} \times {Pay}_{x_{i_{old}}}} \right) \right\rfloor\end{matrix}}{{Prob}_{c_{new}}}} & (3)\end{matrix}$

-   -   Where        -   c denotes the compensating element that the machine adjusts        -   x denotes the element customized by the player

In yet another example, an equation is developed to calculate a wagerchange to compensate for a payout change as follows:NewWagerAmount=OldWagerAmount+(Prob_(x) _(new) ×Pay_(x) _(new))−(Prob_(x) _(old) ×Pay_(x) _(old) )  (4)Similar equations may of course be developed for other compensatingrequirements. In one embodiment, all elements that are not modified bythe player are modified to compensate for the player modified elements.Alternatively, the player may customize some elements and may thenspecify one or more elements that cannot be altered by the gamingdevice. Then the elements that are not modified by the player and arenot specified as unalterable by the player may be modified to compensatefor the player modified elements. The above equations are examples only.It is understood that other equations may be developed by those skilledin the art. FIGS. 10-12 illustrate the use of some of the aboveequations. In all of the above equations, it should be noted that theremay be restrictions on the number of elements that may be changed by theplayer, so that the gaming device has enough remaining elements toaccommodate the amount of compensation required. Furthermore, therestrictions placed on the number of elements that may be changed mayvary dynamically as the gaming device receives player selections ofelements and of new element values. For example, if the gaming devicereceives player selection of an element value that is highly favorabletowards the player, then the gaming device may decrease the number ofelements whose values the player is permitted to modify.

One compensating element might be a player's speed of play. Toillustrate, equation (1) from above, which shows the house advantage asa function of payout size and probability, is modified to show thehouse's advantage per hour of play. $\begin{matrix}{{{RateOfPlay} \times \left( {{WagerAmount} - {\sum\limits_{i = 1}^{n}\left( {{Prob}_{x_{i}} \times {Pay}_{x_{i}}} \right)}} \right)} = \frac{HouseAdvantage}{Hour}} & (5)\end{matrix}$

-   -   Where        -   Rate of Play is the number of handle pulls the player makes            per hour        -   Wager Amount is the number of coins wagered (assumed to            remain constant)        -   House Advantage/Hour is the amount of money the casino can            expect to retain every hour

To maintain a constant house advantage per hour, the player's rate ofplay may be changed to offset any change in wager size, probability ofthe occurrence of outcomes, or payouts of outcomes. The followingequation describes the new required rate of play for a player aftermodifications have been made to the wager amount, probabilities, andpayouts. $\begin{matrix}{{RateOfPlay}_{c_{new}} = {{RateOfPlay}_{c_{old}} \times \frac{\begin{matrix}\left( {{WagerAmount}_{old} -} \right. \\\left. {\sum\limits_{i = 1}^{n}\left( {{Prob}_{x_{i_{old}}} \times {Pay}_{x_{i_{old}}}} \right)} \right)\end{matrix}}{\begin{matrix}\left( {{WagerAmount}_{new} -} \right. \\\left. {\sum\limits_{i = 1}^{n}\left( {{Prob}_{x_{\quad_{inew}}} \times {Pay}_{x_{i_{new}}}} \right)} \right)\end{matrix}}}} & (6)\end{matrix}$Note however, that an adjustment in a player's rate of play may notprovide enough compensation in some embodiments. If, for example, theplayer has customized various elements so as to give the house a zeroadvantage on every handle pull, then the denominator in (6) is zero, andeven an infinitely fast player would not be able to give the house anon-zero advantage per hour. If the player has customized the variouselements so as to give the house a negative advantage on each individualhandle pull, then (6) would say that a player's new rate of play has tobe negative, something that isn't physically possible. So in order for aplayer's rate of play to be used as a compensating element, the housemust have some positive advantage on each handle pull. If, after playercustomizations, the house does not enjoy a positive advantage on everyhandle pull, then the house may first adjust other compensating elementsto assure a positive house advantage on every handle pull. Only then maythe house adjust the player's rate of play to assure a standard houseadvantage per hour.

Note that it may seem as if a player's rate of play is not under thecontrol of the house or its proxy, e.g., a gaming device. However, thegaming device may assure that the player does maintain a minimum rate ofplay by, for example, generating outcomes automatically if the playerfails to play in time. For each automatically generated outcome, thegaming device may deduct an appropriate wager amount from the player'scredit balance on the gaming device. Additionally, if the outcomegenerated automatically by the gaming device is a winning outcome, thegaming device may pay the player the appropriate payout. In someembodiments, the casino does allow the player to have an advantage onevery handle pull. For example the player might expect to earn two centson every handle pull. A casino might allow the player to have such anadvantage in exchange for work done by the player, or in order to showappreciation for the player's business. In these embodiments, the casinomight limit the player's rate of play in order to minimize the casino'sloss per hour. The casino might limit the player's rate of play by, forexample, allowing the player to make only one handle pull in any giventen-second period.

In many embodiments, the house advantage is not required to remainexactly the same after the player has customized one or more elements,and the casino has adjusted one or more compensating elements. Rather,the house advantage might be required to fall within a certain range.For example, the house advantage might be required to fall within therange of 4.75% to 5.25%. With more possibilities for the houseadvantage, it is easier for a gaming device to find a combination ofadjustments to compensating elements that produces an allowable houseadvantage. Additionally, it is easier for the gaming device to findadjustments to compensating elements that produce round numbers. Forexample, rather than adjusting a particular payout to 20.79 in order toproduce a house advantage of exactly 5%, a gaming device might adjustthe payout to 21 in order to produce a house advantage of 4.95%, whichmay still be within an allowable range.

The range in which a house advantage must fall may be described by twoinequalities, combined below:MinAdvantage≦HouseAdvantage≦MaxAdvantage  (7)

-   -   Where        -   MinAdvantage is the minimum allowable house advantage        -   MaxAdvantage is the maximum allowable house advantage        -   and HouseAdvantage is defined by equation (1) above

Equation (7) can be rearranged in various ways to determine the range inwhich the value of a compensating element should fall. For example,suppose HouseAdvantage_(old) is known, since it can be determined usingequation (1) together with the old values for all the elements. Now,suppose the player adjusts the payout for outcome x_(i) to NewPay_(x)_(i) from OldPay_(x) _(i) , and the gaming device compensates byadjusting the probability of outcome x_(i) from OldProb_(x) _(i) toCompProb_(x) _(i) . HouseAdvantage_(new) will be equal toHouseAdvantage_(old)+OldProb_(x) _(i) ×OldPay_(x) _(i) −CompProb_(x)_(i) ×NewPay_(x) _(i) . Plugging the expression for HouseAdvantage_(new)into equation 7 gives:MinAdvantage≦HouseAdvantage_(old)+OldProb_(x) _(i) ×OldPay_(x) _(i)−CompProb_(x) _(i) ×NewPay_(x) _(i) ≦MaxAdvantage  (8)Some rearrangement yields: $\begin{matrix}{{\frac{\begin{matrix}{{HouseAdvantage}_{old} + {{OldProb}_{x_{i}} \times}} \\{{OldPay}_{x_{i}} - {MinAdvantage}}\end{matrix}}{{NewPay}_{x_{i}}} \geq {CompProb}_{x_{i}}}{{CompProb}_{x_{i}} \geq \frac{\begin{matrix}{{HouseAdvantage}_{old} + {{OldProb}_{x_{i}} \times}} \\{{OldPay}_{x_{i}} - {MaxAdvantage}}\end{matrix}}{{NewPay}_{x_{i}}}}} & (9)\end{matrix}$Of course, CompProb_(x) _(i) is subject to other restrictions too: e.g.,CompProb_(x) _(i) ≧0. So, subject to the restrictions presented inequation 9, and other restrictions, the gaming device may setCompProb_(x) _(i) to any convenient value. Equation 7 may likewise beemployed for finding ranges within which the gaming device may adjustthe value of other elements.

FIG. 10 shows a table indicated generally at 1010 of payouts havingmultiple columns comprising an outcome column 1012, a default payoutcolumn 1014 and a customized payout column 1016. There are 18 records orrows corresponding to payouts for each of 18 outcomes. Columns 1014 and1016 indicate the number of coins paid out on a game play where a randomnumber results in the generation of a particular outcome shown inoutcome column 1012. More particularly, the payout columns indicate thenumber of coins paid out on a game play where a random number results inthe generation of a particular outcome 1012. This table shows customizedpayouts where the player adjusted the payout of the top jackpot from 100to 200 coins in a row 1020 and the machine automatically adjusted thepayout for the outcome “cherry-cherry-cherry” from 20 to 15 coins in row1022, using equation 3 above. The customized and compensating payouts ofFIG. 10 correspond to those of the customization process illustrated inFIGS. 4A, 5A, and 6. A payout other than the payout for the outcome“cherry-cherry-cherry” could have been designated as the compensatingpayout if desired. Such selections are more easily programmed in by thehouse, but, in an alternate embodiment, could be selected by the player.The important aspect of the compensating payout is that it is determinedsuch that a constant house advantage is maintained (5.5% in thisexample).

FIGS. 11A and 11B are a payout table 1100 and a probability table 1120which illustrate another embodiment of the current invention. In thisembodiment, the gaming device 100 adjusts the probabilities of hittingthe prize-winning outcomes corresponding to the player customizedpayouts, using equation 2. Payout table 1100 comprises an outcome column1112, a default payout column 1114 and a customized payout column 1116as in FIG. 10. Probability table 1120 comprises an outcome column 1122,default random number column 1124 and expected hits per cycle column1126, and two corresponding customization columns comprising randomnumber column 1128 and expected hits per cycle column 1130.Specifically, FIG. 11A shows the player's payout customization choices(for the outcomes of “7-7-7,” “bar-bar-bar,” and “plum-plum-plum”corresponding to rows 1117, 1118 and 1119) while FIG. 11B shows thecorresponding probability changes made by the gaming device, determinedby using formula 2 at rows 1137, 1138 and 1139 respectively. It shouldbe noted that while the tables have been shown as two separate figures,they may actually be part of the same table, or further broken intosmaller tables for programming efficiencies.

The above random number columns contain values that indicate a range ofrandom numbers associated with each record, or outcome. For example rowor record 1139 corresponding to the payout for the outcome“plum-plum-plum” comprises a default range of 10534 to 10583. Thus, whenrandom number generator 112 generates a random number in the range of10534 to 10583 for a game play, reel controller 116 controls reels 132,134, 136 to display the described “plum-plum-plum” outcome. Further,when customized, the range of 10568-10592 causes the same display toappear when a random number is generated in that range. As seen in theexpected hits column, the values in the fields corresponding to thosecolumns at that record show that a random number will fall in thecustomized range about half that of the default range. With a cycle of10,648 plays, the outcome “plum-plum-plum” is expected to occur in thedefault range 50 times, and in the customized range of random numbers,25 times. FIG. 12 is a representation of another embodiment of thepresent invention. In this embodiment, gaming device 100 compensates forthe player customization of the payout element by adjusting the wageramount, using equation 4. As with previously shown payout tables, payouttable 1200 has an outcome column 1210, a default payout column 1212 anda customized payout column 1214. Allowing the player to customize thetop jackpot by raising it from 100 coins to 10,548 coins at record 1220raises the required wager amount from 1 coin to 2 coins at record 1230with no change in the probability of hitting the “7-7-7” outcome.

Personalization

In one or more embodiments, a player may adjust the value of an elementin such a way as to personalize the element. For example, the playercould customize the top jackpot to be the “paying off” of one of theplayer's credit card balances. The player would enter in his credit cardaccount number before play begins and if he won the top jackpot thecasino would pay the balance due on the credit card account as of thetime of the win. In one or more embodiments, there would be a limit asto how large the balance could be (e.g., the casino will pay any balanceup to $10,000) and the house advantage for the machine would bedetermined under the assumption that all of the jackpot wins would beworth the maximum allowable balance (e.g., $10,000).

Work Performed by the Player

Rather than changing an element value, the casino might require that aplayer perform work for the casino in order to provide the casino withany value (e.g., in the form of work product) that was given up to theplayer when the player adjusted the values of one or more elements. Forexample, the casino might lose an average of 3 cents per handle pullbecause a player increased a given payout. The casino may receive anequivalent value back when the player does work for the casino. Workmight include, for example, answering survey questions or sampling gameson newly prototyped gaming devices. Since customer feedback about thecustomer's casino experience is valuable to a casino, the casino wouldbe willing to allow a player to make favorable customizations inexchange for feedback.

In some embodiments, third parties desire work from the player. Forinstance, a detergent manufacturer might ask for the player's opinion ona variety of detergent box designs. The detergent manufacturer mightthen pay the casino for administering its surveys, and the casino mightthen pass on part of the payment to the player by allowing the player tomake favorable customizations. For example, for every answer to a surveyquestion that the casino submits to a detergent manufacturer, thedetergent manufacturer may pay the casino 3 cents. Therefore, for everysurvey question answered by a player, the casino may allow the player tomake an adjustment to an element value that reduces the house advantageby 2 cents. In this way, the casino has made an average of a 1-centprofit for every survey question answered by a player.

Other work the player might perform may include: playing host to othercasino patrons; participating in focus groups; promoting casino games,shows, meals, or other events; recommending any other product orservice; making a purchase; sampling products; listening to salespitches; monitoring the feed from a security camera; making a salescall; providing expert advice (e.g., tax advice or legal advice);receiving a price quote (e.g., on a life insurance policy); transferringa balance (e.g., transferring a credit balance from one credit card toanother); and making a payment (e.g., to a company or to a charity).

In some embodiments, the player may initially adjust a customizableelement with the expectation that the casino will adjust a correspondingcompensating element in order to maintain a fixed house advantage.However, instead of adjusting a compensating element, the gaming devicemay make an offer to the player. An offer might ask the player to dowork such as is described above, e.g., answering survey questions. Ifthe player accepts the offer, and performs the work required, then nocompensating element need be adjusted. The player's gaming device mayremain customized for some temporary number of handle pulls, after whichthe player may again have to perform work. Otherwise, the gaming devicemay adjust a compensating element. In some embodiments, the player needonly accept the offer and agree to do the work later. For example, ifthe player agrees to test drive a new car in the future, then the playermay enjoy the benefits of customization without the casino adjusting anycompensating elements. To ensure that the player honors his commitment,the casino may reserve the ability to penalize the player if he does nothonor his commitment. For instance, when a player commits to receiving alife insurance quote, he may also provide the casino with a credit cardnumber. If the player does not then receive a life insurance quote inthe next 30 days, then the casino may charge a $50 penalty to theplayer's credit card.

In some embodiments, the amount of work a player must perform varies inrelationship to the amount by which he adjusts a customizable element.For instance, the player may adjust the payout of the“cherry-cherry-cherry” outcome anywhere from its current value of 20coins, all the way up to a possible 40 coins. For each game that theplayer adjustment is to remain in effect, if the player adjusts thepayout to 21 coins, then he must answer one survey question. If theplayer adjusts the payout to 22 coins, then he must answer two surveyquestions, and so on. In a related embodiment, the player first adjustsa customizable element. The gaming device must then adjust acompensating element in order to maintain the house advantage. However,by performing work, the player may lessen the amount by which the casinoadjusts the compensating element. Suppose, for example, that the casinointends to adjust the payout of the “plum-plum-plum” outcome (thecompensating element) from 20 down to 5 as a result of an earlier playercustomization. The player might instead request that the gaming deviceadjust the payout of the outcome “plum-plum-plum” down to 6 by answeringone survey question, down to 7 by answering two survey questions, and soon.

It may happen that a player adjusts a customizable element, and then thegaming device adjusts a corresponding compensating element, after whichthe player achieves an outcome that was effected by the adjustment inthe compensating element. For example, the player increases the payoutfor a straight-flush in video poker, and the gaming device compensatesby reducing the payout for a four-of-a-kind. If the player laterachieves four-of-a-kind, he may be disappointed at his reduced payout,and wish he had not adjusted the customizable element in the firstplace. Therefore, according to one embodiment, when a player achieves anoutcome whose effect on the player has been changed due to acustomization or compensation, the player may have the opportunity toreceive the benefit of the outcome as if the customization orcompensation had not taken place. For example, if the payout forfour-of-a-kind had recently been reduced from 25 to 10, then uponachieving four-of-a-kind, the player may have the opportunity to receivea payout of 25 rather than 10. In one embodiment, to receive the oldpayout, the player may be requird to perform some work. For example, theplayer might have to answer survey questions. In another example, theplayer might have to commit to a certain amount of future gaming. Futuregaming may entail playing for at least one hour at gaming devices of onedollar or higher denominations. Still another alternative is for theplayer to commit to doing business at a designated establishment. Forexample, the player may commit to buying a dinner for two at thecasino's restaurant. Allowing a player to receive the old payout ratherthan the lower, newly adjusted payout has the strong psychologicaleffect of allowing the player to avoid disappointment. As such, theplayer may be especially willing to perform work in order to receive thepayout of 25 rather than the payout of 10.

Equations for Modifying Various Elements

Certain elements that have been described do not typically enter intocasino equations for determining, for example, the expectedprofitability of a gaming device. A casino may typically account for thepayouts of outcomes, the probabilities of outcomes, and the wager amountper handle pull in determining whether a gaming device will beprofitable. But a casino may not account for a number of comp pointsawarded per handle pull, an amount of work to be performed by a player,or an upfront deposit provided by a player, for example. Therefore, if aplayer is to adjust the payout for a particular outcome, a casino may beuncertain as to how much work to require of a player, for example, inorder to maintain an overall level of profitability for the casino.

A first step for a casino in determining how to adjust the value of ageneral type of element might be to place a monetary worth on aparticular unit value of the element. For example, an element describingthe number of minutes of work a casino patron would perform in answeringsurvey questions might have a monetary worth of 10 cents per unit value,i.e., 10 cents per minute of answering survey questions. Thus, if theelement took on a value of 4 minutes, then the monetary worth of thevalue of the element would be 10 cents per minute times 4 minutes, or 40cents. In the preceding example, a positive value of 10 cents wasassigned to the unit value of the element because a person's answeringsurvey questions confers positive value to a casino. Perhaps the casinocan sell to a marketing firm for 10 cents the survey answers given by aplayer in one minute. An element describing a number of comp points tobe awarded might have a value of minus 1 cent per comp point. Thenegative monetary worth assigned to each comp point indicates thatgiving comp points away takes value from a casino. Perhaps the casinowill later have to spend money for merchandise to be given to a playerfor his accumulated comp points. As another example, suppose an upfrontdeposit is to be received from a player. The deposit is to result insome benefit being conferred upon the player for the next 100 handlepulls. The monetary worth of the upfront deposit may be expressed on aper-handle pull basis. Thus, if the deposit is $5.00, then the monetaryworth of the deposit is $5.00/100 per handle pull, or 5 cents per handlepull.

Once a monetary worth is placed on the unit value of an element, thecasino may determine the monetary worth of a change in the element'svalue. For example, if the element's value changes by six units, thanthe monetary worth of a change in the element's value is six times themonetary worth of the unit value of the element, with appropriate sign(i.e., plus or minus) depending on the direction of the change. Pluggingin some actual numbers, if a number of comp points to be awarded perhandle pull changes by plus 5, and the monetary worth of a comp point isminus 1 cent, then the monetary worth of the change in the element valuethat describes the number of comp points awarded per pull is minus 5cents.

To offset the monetary worth of a change in an element's value, and tothereby maintain a desired level of profitability, the casino need onlymake an offsetting change in another element's value, of equivalent butopposite monetary worth. That is, to offset a monetary worth of minus 5cents associated with the change in one element's value, the casino maychange another element's value, where the change has a monetary worth ofplus five cents. Of course, the offsetting change may be made inmultiple elements' values, such that the total monetary worth associatedwith changing the multiple elements' values is equal to plus five cents.Also, it is possible that a player would change the values of severalelement, and that the total monetary worth of the changes made by theplayer may be offset by changes in the values of one or more otherelements.

An equation describing how a casino might maintain a desired level ofprofitability is given below. The equation says that the total monetaryworth of all changes in element values must equal zero. $\begin{matrix}{{\sum\limits_{i}{{MonetaryWorth}_{x_{i}} \times \left( {{Value}_{x_{i_{new}}} - {Value}_{x_{i_{old}}}} \right)}} = 0} & (10)\end{matrix}$

-   -   Where        -   i is an index taken over all elements        -   x_(i) is the ith element        -   Value_(x) _(inew) is the new value of the ith element        -   Value_(x) _(iold) is the old value of the ith element        -   MonetaryWorth_(x) _(i) is the monetary worth associated with            each unit value of element x_(i)            In a typical scenario, most element values will not be            changed. That is, the player will not request a change, and            the gaming device will not change an element as a            compensating element. For an element that does not change,            the expression in parenthesis in equation 10, Value_(x)            _(inew) −Value_(x) _(iold) , reduces to zero. Suppose, in            fact, that the values of only two elements change. These            elements will be denoted by an “x” subscript to indicate a            customizing element, and a “c” to indicate a compensating            element. Equation 10 reduces to:            MonetaryWorth_(x)×(Value_(x) _(new) −Value_(x) _(old)            )+MonetaryWorth_(x)×(Value_(c) _(new) −Value_(c) _(old)            )=0  (11)            Solving the above expression for Value_(c) _(inew) , yields:            $\begin{matrix}            {{Value}_{c_{new}} = {{{- \frac{{MonetaryWorth}_{x}}{{MonetaryWorth}_{c}}}\left( {{Value}_{c_{new}} - {Value}_{x_{old}}} \right)} + {Value}_{c_{old}}}} & (12)            \end{matrix}$

As in illustration of the use of the formula 12, suppose a player wishesto increase the number of comp points awarded per handle pull from 1comp point to 4 comp points. The number of comp points awarded perhandle pulls is thus the customizing element. Value_(x) _(old) is equalto 1 and Value_(x) _(new) is equal to 4. To compensate, the casino willrequire the player to perform work. The amount of work performed by theplayer per handle pull is therefore the compensating element. Supposethat the player currently performs no work. Therefore, Value_(c) _(old)is equal to 0. The casino next assigns a monetary worth to each unit ofcomp points (one comp point), and to each unit of work (here one surveyquestion answered). Each comp point is deemed to be worth minus 1 centto the casino. Each survey question answered by the player is deemed tobe worth 3 cents to the casino. Therefore, MonetaryWorth_(x) is equal to−1 cent, and MonetaryWorth_(c) is equal to 3 cents. Plugging the abovevalues for the variables in equation 12 gives Value_(c) _(new)=−(−1/3*(4−1))+0=1. Therefore, to maintain the profitability level ofthe casino, the player should be required to answer one survey questionper handle pull.

Formula 12 may conceivably be used with any two elements where amonetary worth can be assigned to unit values of the elements. If morethan two elements are involved, as with e.g., two customizable elementsand three compensating elements, then equation 10 can be used. It shouldbe noted that equation 10 will often not have a unique solution, asmultiple compensating elements would give the casino added flexibilityin making adjustments. It should also be noted that equation 10 assumesthat MonetaryWorth_(x) _(i) is a constant. Therefore, equation 10 maynot be valid in situations where MonetaryWorth_(x) _(i) varies as afunction of one or more element values. For example, the monetary worthof each unit of payout for an outcome is also dependent on theprobability of the outcome occurring. The higher the probability of anoutcome occurring, the more, each unit of payout is worth, at least inabsolute value. However, even when MonetaryWorth_(x) _(i) is not aconstant, equation 10 may still hold when the element values upon whichMonetaryWorth_(x) _(i) depend do not change. For example, the monetaryworth of a unit of payout does remain constant if the correspondingprobability does not change.

Tradeoffs Involving Circumstances External to the Gaming Device

In some embodiments, a player may make or accept customizations thatincrease the house advantage. In return the player may, for example,receive products or services from the casino. For example, the playermay agree to reduce the payout for a royal flush. In return, the playeris allowed free access to the casino spa. Other possible servicesinclude: gym access, free in-room pay-per-view, free phone calls fromthe player's room or from the player's gaming device, meals, showtickets, rooms, room upgrades, access to restricted playing areas,better drinks, faster hopper fills, etc. Of course, the casino maymerely discount products or services as a benefit rather than providingthem for free.

In some embodiments, a player customizes a gaming device to reduce thehouse advantage, or even to give the player an advantage. The playerthen compensates the casino through an external means. For example, theplayer might customize a gaming device to replace a blank symbol withanother “7”, thus making a jackpot outcome of “7-7-7” more probable. Inreturn, $10 is added to the player's hotel bill. Other ways with which aplayer might compensate the casino include giving up a seat in anoverbooked show, giving up a hotel room on an overbooked night, andgiving up a meal reservation at an overbooked restaurant.

In some embodiments that have been described, the casino gives up someof the house advantage at a gaming device in exchange for some externalcompensation, e.g. an increase in the player's hotel bill, or arelinquishment of seat reservations. However, since the player maytheoretically make an unlimited number of handle pulls from which toderive a benefit, and since the external compensation may be of a fixednature (e.g. a one-time addition to a hotel bill), it is possible thatthe casino will still be put at a disadvantage. For instance, suppose aplayer customizes a gaming device so that the player now has anadvantage of one cent per handle pull. In return, $30 is added to theplayer's hotel bill. Now, the player need only make 3000 handle pulls inorder to recover the $30 charged to his hotel bill. Any handle pullsbeyond 3000 begin to earn money for the player.

Values of Elements Reverting to Default Values

In some embodiments, the casino may limit the duration of anycustomization that provides the player with an advantage at a gamingdevice. For example, a customization may only be good for a limitednumber of handle pulls. Alternatively, a customization might only begood for a certain amount of coin-in. Another alternative is that acustomization may only be good for a certain number of handle pulls inwhich the customization is relevant. For example an increased payout forthe outcome “cherry-cherry-cherry” is valid only for the first 5 handlepulls in which the outcome “cherry-cherry-cherry” occurs. Still anotherpossibility is that a customization is only good until the player winsor loses a certain amount of money.

A change to a customized element may remain in tact for a set duration,or the customized element may gradually revert to its default value. Forinstance, a player may customize a video poker game to pay 10 coins fora three-of-a-kind outcome, where the default payout is only 3 coins. Theplayer compensates by agreeing to make 30 minutes in phone calls fromhis room. Now, the payout for three-of-a-kind might remain at 10 coinsfor the next 70 handle pulls, and then go immediately back to 3 coins.Alternatively, the payout for three-of-a-kind might remain at 10 coinsfor 20 handle pulls, then go to 9 coins. The payout might then remain at9 coins for another 20 handle pulls, and may then go to 8 coins. In thisway, the payout for three-of-a-kind gradually decreases from 10 coinsdown to 3 coins over the course of 140 handle pulls. In a similarfashion, the probability of a certain outcome occurring may remain at acustomized level for a period of time and then drop suddenly to itsdefault value, or it may gradually revert to its default value. In fact,there are many other paths that the value of a customized element maytake in going from its customized value to its default value. Forinstance, the payout for three-of-a-kind might be customized to start at10. The payout for three-of-a-kind may then rise all the way up to 20coins, before dropping steeply back to 3 coins. Another path would takethe payout from 10 coins, down to zero coins, and then back up to 3coins.

In this last example, it is possible that the house maintains a constanthouse advantage per hour without adjusting any other elements besidesthe payout for three-of-a-kind. This is because, although the payout of10 coins decreased the house advantage, the house advantage increasedwhen the payout was decreased to zero coins. Therefore, according tosome embodiments, the house compensates for a current player advantagewith an offsetting house advantage in the future. In another example,the player customizes a gaming device so that the jackpot is 10 timesmore likely to occur during the next handle pull than it is normally.However, to receive this benefit, the player must agree to make ninesubsequent handle pulls in which he is not eligible to win the jackpotat all. The casino may ensure that the player does follow through on hisagreement to make nine subsequent handle pulls by reserving the right topenalize the player if he does not. For example, the casino may ask forthe player's credit card number. If the player does not make the ninehandle pulls required of him within a set period of time, then thecasino may charge $5 to the player's credit card. Instead of applying apenalty, the casino could also require that the player pre-pay for thenine handle pulls.

The order in which the player is benefited and disadvantaged may also bereversed. The player might first make nine handle pulls in which he isineligible for the jackpot. Then, on the 10^(th) handle pull, thejackpot is made 10 times more likely to occur than it would be at itsdefault probability of occurrence. An embodiment where the player isdisadvantaged to begin with has the further advantage that the casinoneed not require the player to commit to future handle pulls in whichthe player will be at a disadvantage.

In some embodiments, a customization may come closer to a default valuewithout completely reverting to the default value. For example, a playeradjusts a customizable element to the point where a gaming device, withan original house advantage of 5 cents per coin wagered, no longerprovides the house with any advantage, and in fact provides the playerwith a 5-cent per handle pull advantage. The value of the customizableelement may continue to provide the player with an advantage for 20handle pulls. Then the value may be adjusted to provide the player onlya 4-cent advantage per handle pull. The value may continue adjustingevery so often until once again the house enjoys an advantage. However,when the house advantage becomes 2 cents per handle pull, the value ofthe customizable element becomes fixed. Therefore, as long as the playercontinues to gamble, he does so at only a 2-cent disadvantage ratherthan at the usual 5-cent disadvantage. The casino benefits from theplayer's continued gambling because the casino does still have anadvantage on every handle pull. However, the player also benefits, sincethe house advantage is not as large as the 5-cent norm.

Throughout the preceding and the subsequent discussion, it should benoted that the values of compensating elements may also begin at onelevel, and end up at another level, such as the default level. Thevalues of compensating elements may revert suddenly or gradually, orthey may take irregular paths, just as has been described with thevalues of customizable elements.

In some embodiments, the player might customize a gaming device so thatany changes remain in effect for a specified number of handle pulls.However, the player may leave the gaming device prior to completing thespecified number of handle pulls. In this case, the gaming device mayimmediately revert to its default state, or it may remain as customizedwhile the next person completes the unfinished specified number ofhandle pulls. The gaming device may infer the departure of a player, forexample, by noting that the player's tracking card has been withdrawnfrom the player tracking card reader of the gaming device. In someembodiments, the player who performed the customizations may have themstored with the central server. Then, when the player resumes play,potentially at a different gaming device, the central server may causethe player's gaming device to assume the stored customizations. Theplayer may then complete his remaining specified number of handle pulls.

If a player does leave a gaming device that has been customized, it maybe desirable for the gaming device to display one or more indicators asto its altered state. In this way, a new player who sits down at acustomized gaming device will not be surprised, for example, whencertain payouts are not as he expected. An indicator may take the formof a colored light emitting diode (LED), or other light source attachedto the gaming device. When the LED is red, approaching players areforewarned that the gaming device has been customized. However, when theLED is green or off, the gaming device is in its default state. Otherindicators might include a full payout table displayed on the displayscreen of the gaming device, or on the lower panel of the gaming deviceas shown at 229. Then, if any payouts had been customized, a new playerwould know by looking at the payout table. Similarly, tables of theprobabilities of various outcomes occurring might be displayed on thedisplay screen of the gaming device. Many other indicators are possible.Even if a player does not leave a gaming device, an indicator may stillindicate whether or not the gaming device has been customized. Theplayer will thus have a reminder of the fact that he has madecustomizations.

Types of Prizes

One customizable element is the type of prize that is used as a payout.A payout may be made in casino tokens, in United States currency, in thecurrency of another country, or in a writing that entitles the player toan amount of currency or tokens. Such writings may simply take the formof a slip of paper that the player has the right to redeem for cash ortokens at a casino desk. Such writings may further limit the player toreceiving cash or tokens only if redeemed for cash or tokens at sometime in the future. A payout might also take the form of tickets,including tickets to shows, tickets to movies, tickets to plays, ticketsto concerts, airline tickets, tickets to sporting events, and so on. Apayout may also take the form of merchandise, such as automobiles,apparel, appliances, consumer electronics, gourmet foot, etc. A payoutmay further take the form of discounts, rebates, or gift certificatesgood towards certain purchases at specified merchants. There are manyother possible prizes that can be used as payouts.

It is possible that when a player customizes the type of prize that isused as a payout, the gaming device will make no compensating adjustmentto a different element. This is because the monetary worth of a prizechosen by a player may equal the monetary worth of the default payoutfor the gaming device. Therefore, the house advantage has not beenaltered by the player's choice of a prize different from the defaultprize. In this context, “monetary worth” may refer to one or more of thefollowing: a product's retail price, a product's manufacturing cost, aproduct's replacement cost, the expected sale price of a product throughanother channel, etc. As it pertains to a token payout, “monetary worth”may refer to the cash equivalent, e.g., the amount of cash for which thetokens may be redeemed at a casino desk.

The Gaming Device Provides Customization Offers

In one or more embodiments, the gaming device could prompt the playerwith customization offers upon certain event triggers. For example,after a series of losing spins, the gaming device might suggest that theplayer increase the probability of a winning outcome in exchange forlowering one or more payouts. In another example, after the player hasreceived several outcomes of “bar-bar-bar”, the gaming device mightsuggest that the player increase the payout for the outcome“bar-bar-bar” in exchange for which the player will increase his rate ofplay.

Player's Preferred Customization Choices Stored on the Central server

In a further embodiment, the player's preferences for customizing thegaming device could be stored on the central server and retrieved bymeans of the player identifier when the player inserts a player-trackingcard into a machine. The touch screen presented in the preferredembodiment could alternately be a computer screen accompanied by akeypad that allows the player to select and enter data.

A Compensating Element is Modified Before a Customizable Element

In one embodiment, a player first indicates his intention to customize agaming device. Then, the gaming device adjusts the value of acompensating element. The player is then allowed to customize one ormore customizable elements. The player may be allowed to adjust thevalues of the customizable elements only up to the point of offsettingthe prior adjustment to the compensating element made by the gamingdevice.

Factors by Which the Gaming Device Determines Categories of Elements,and Individual Elements, for Presentation to the Player

As can described herein, a variety of different categories of elements,and individual elements, may be presented to a player. In one or moreembodiments, it may be cumbersome to present to a player every categoryof elements or every individual element from which a player would selecte.g., elements whose values are to be adjusted. All the choices mightnot fit on a screen of a gaming device, particularly if explanationswere provided alongside every choice as to, e.g., the meaning of aparticular category of elements. Therefore it may be desirable for agaming device to select what categories of elements from among allpossible categories, or what individual elements from among allindividual elements, are to be presented to a player as options forcustomization or compensation (or for designation by the player as anelement that may be changed, as an element that cannot be changed, as anelement that must be changed, etc.).

Reference is now made to FIG. 13. FIG. 13 illustrates an exemplary “MainCompensating Menu”, where the player is asked to select compensatingelement categories. As with the menu illustrated in FIGS. 3A and 3B, themenu illustrated in FIG. 13 allows the player to choose a category ofpayout elements, a category of probability elements, or a wager amountelement. However, in the menu of FIG. 13, the player's choice willultimately lead to the choice of one or more compensating elements. Thefinal choice of one or more compensating elements may be made either bythe player, the gaming device, or the casino server. Likewise, the finalchoice of values for the one or more compensating elements may be madeby either the player, the gaming device, or the casino server. Note thatof all the categories of elements, and of all the elements discussedherein, there are only three choices depicted in FIGS. 3A, 3B, and 13.Therefore, FIGS. 3A, 3B, and 13 illustrate a possible need fordetermining an order in which to present categories of elements, andindividual elements. Once an order is determined, it may also bedetermined which categories or elements are to be presented, and whichare not to be presented at all. For example, categories of elementsfalling early in the order may be presented, whereas categories ofelements falling late in the order may not be presented.

Reference is now made to FIG. 14. FIG. 14 illustrates an exemplary“Compensating Element Menu”, where the player is asked to selectcompensating elements. For example, the player might select the outcome“bar-bar-bar” by touching the screen area labeled “bar-bar-bar” underoutcome heading 1402. The player may thereby select the payout of theoutcome “bar-bar-bar” as a compensating element. Once the player hasselected one or more compensating elements, the gaming device mightselect values for a subset of the one or more compensating elementselements. Additionally, or alternatively, the player might select valuesfor a subset of the one or more compensating elements. Note that themenu depicted in 14 may appear on the screen of a gaming device afterthe player has selected the “Payout” option 312 illustrated in FIG. 13.Note also that FIG. 14 also illustrates a limited number of elements.Therefore, once again is illustrated a possible need for orderingelements so as to determine, in part which are to be presented to aplayer for the player selection of compensating elements.

The flowchart of FIG. 15 illustrates one method for choosing an order inwhich categories are to be presented. The same method works as well whendetermining an order in which individual elements are to be presented,or an order in which a combination of categories and individual elementsare to be presented. It should be noted that determining an order inwhich categories of elements are to be presented may include determiningcategories of elements that will be presented and categories of elementsthat will not. For example, if there are four categories of elementsunder consideration, and only three are to be presented, then placingthe four categories of elements into an order implies that the last willnot be presented.

At step 1502, a factor is determined for evaluating a category ofelements. Of course, the factor may be used for evaluating individualelements as well.

One factor in determining which categories of elements, or whichelements to present may be how familiar players are in general with aparticular category of elements. For example, players may be quite usedto thinking about payouts associated with certain outcomes, but may beunaccustomed to thinking about the probabilities associated with eachoutcome occurring. Many gaming devices, for instance, give an indicationof payouts for each outcome, but give no indication of the probabilityof occurrence of such outcomes. If detailed information is known about aparticular player, then the individual player's familiarity with aparticular category of elements may also be considered.

Another factor is a consideration of what regulatory obstacles stand inthe way of altering the values of certain elements. For example, gamingregulators often require that a gaming device maintain a pre-establishedpayback percentage. Since altering the payout of an outcome, or theprobability of an outcome's occurrence has the potential to alter agaming device's payback percentage, gaming regulators often restrictsuch changes, at least without further verification by the regulatorsthat the payback percentage has not been altered. In contrast, a casinois often free to provide comp points to players as it sees fit.Therefore, a casino may alter, for example, the number of comp pointsprovided per handle pull at a gaming device without the necessity ofpassing regulatory hurdles.

Another factor is a consideration of the psychological impact analteration of an element within a category of elements, or alteration ofan individual element, might have upon a player. For example, suppose agaming device could reduce the payouts for particular elements, or couldreduce the probabilities of the occurrence of particular elements, so asto achieve a desired payback percentage for the gaming device. Since theplayer may be more familiar with the payouts, the player may react morenegatively to the reduction in payouts than to the reduction inprobabilities. Thus, for example, a gaming device might choose topresent to a player probability elements as a possible category ofelements to be used as compensating elements, before presenting theplayer with payout elements as a possible category of elements to beused as compensating elements. As another example, suppose twocategories of elements are payouts for outcomes paying more than 20coins, and payouts for outcomes paying less than 20 coins. Now, ifpayouts for outcomes paying more than 20 coins are reduced, suchreductions may be large. For example, an outcome paying more than 20coins may be reduced from 50 to 25 coins. The large reductions may occurbecause outcomes paying more than 20 coins may occur with relatively lowfrequency and may thus require large reductions in payout in order tohave a significant effect on the payback percentage of a gaming device.However, if payouts for outcomes paying less than 20 coins are reduced,then such reductions may be relatively small, e.g., from 3 coins to 2coins. Therefore, the psychological impact upon a player of thereduction of the payouts for low-paying outcomes may be less than thepsychological impact of the reduction of payouts for high-payingoutcomes.

Another factor is a consideration of whether the alteration of a valueof an element would destroy a metaphor or a myth by which the gamingdevice is trying to abide. For example, a video-reel gaming device maytry to maintain the metaphor of a mechanical-reeled gaming device. Witha mechanical-reeled gaming device, the number of symbols on a reel donot change (at least not easily), the order of symbols on a reel do notchange, the types of symbols on a reel do not change, and so on. Ofcourse, with a video-reel gaming device, simple alterations in the gameprogram may make possible changes, such as the number of symbols on areel, that would be difficult or impossible to achieve withphysical-reel gaming devices. However, such changes might destroy themetaphor of a video-reel gaming device being the same as a physical-reelgaming device. The destruction of the metaphor might make players lesslikely to play video-reel gaming devices. Therefore a video-reel gamingdevice might give a player opportunities to customize payouts, forinstance, before giving the player opportunities to customize the numberof symbols on reel.

Another factor is a consideration of how easy it is for a player tounderstand any changes that would be made to the value of an individualelement, or to the value of an element within a category of elements.For instance, it may be more difficult for a player to understandelements that cover a limited time period than it is for players tounderstand elements that apply indefinitely. For example, a player mighthave more difficulty understanding that a jackpot is to be doubled onlyfor the next 10 minutes, than understanding that a jackpot is to bedoubled for as long as his session continues. A player might also havedifficulty understanding elements that are not typically part of agaming experience. For example, an element requiring the player to do acertain amount of work, e.g., in answering survey questions, issomething that a player may have difficulty understanding since a playertypically doesn't have to do work as part of gaming session.

Another factor is a consideration of how much complexity would beinvolved in changing the value of an element. For example, it may berelatively straightforward to change the payout of an outcome from onevalue to another. However it may be significantly more complicatedchanging the number of symbols on a reel. Suppose, for example, that asymbol is added to a reel. The addition of a symbol makes no difference,however, if the symbol has no probability of occurring. So now apositive probability must be assigned to the symbol occurring. Toachieve the proper probability, perhaps the random number generatingprogram of the gaming device must now be altered. Furthermore, if thenew symbol is given some positive probability of occurring, then one ormore other symbols on the reel must have less of a probability ofoccurring. So it must be determined which other symbols are to havetheir probabilities of occurrence lowered. Also to be determined are theamounts by which the probabilities of other symbols occurring must belowered. Other considerations would include which outcomes the newsymbol would make possible, what the payouts of such outcomes would be,and whether the newly possible outcomes would change the house advantageof the gaming device. Furthermore, the reduction in probabilities of theother symbols' occurrence might also effect the frequency of certainother outcomes' occurrence, and would likewise effect the houseadvantage of the gaming device. It can be seen, therefore, that alteringthe number of symbols on a reel might turn into a fairly complicatedaffair, and that a player might therefore be presented with options ofaltering payouts or probabilities before being given options ofmodifying numbers of symbols on a reel.

Another factor is a consideration of the amount by which the casinomight benefit due to the changes in the values of certain elements, orof certain elements with categories of elements. For example, supposeone element is the type of prize to be awarded as a jackpot. The prizemight be cash, jewelry, or a vacation package. Each prize might be ofequal retail value. However, the casino may be able to make a profit oncertain prizes due to lower costs of manufacture, special bulk ratesobtainable by the casino, and so on. A casino might benefit more, forexample, by giving away a $5000 diamond necklace than by giving away$5000 in cash, since the casino might be able to acquire the necklacefor only $2500. Therefore, the casino might present a category ofelements comprising elements whose values correspond to the type ofprize to be awarded upon the occurrence of a given outcome, beforepresenting e.g., a category of payout elements.

Another factor is a consideration of whether the elements within acategory of elements allow a player to make a satisfactory number ofchanges. For example, a player may wish to make changes to the values ofmultiple elements, or at least to have the opportunity to changemultiple elements. Therefore, a category of elements containing onlythree elements may be insufficient to meet the player's desires. Theplayer might have to visit screens for several different categories ofelements in order to make his desired number of modifications, mayforget the modifications he has already made within other screens, andmay become disheartened.

Another factor is a consideration of whether the elements within acategory of elements give the player too many opportunities to makechanges. If a player has too many elements to consider, the player maybecome hesitant or confused. Furthermore, if the player does make anumber of changes to element values, then the gaming device may have tomake a number of corresponding changes to compensating element values.In any event, if the gaming device later asks for the player's approvalin order to implement the selected changes, the player may later becomeconfused or overwhelmed by the record of all the changes he has made.For example, if the player has made changes to the payouts of 30different outcomes, and the gaming device has made compensating changesto the probabilities of the 30 different outcomes, then the player mightbe required to review a list of all 60 proposed changes before they areimplemented and before the player is allowed to play. The large numberof changes may be too overwhelming for the player, who perhaps did notrealize how many changes he had made.

Another factor is a consideration of whether a plurality or all of theelements within a category may be conveniently modified at once. Onepurpose of the existence of a category of elements may be to allow theplayer to modify more than one element at once in a convenient and/ortransparent manner. For example, suppose a player wishes to double theprobabilities of the occurrence of all outcomes paying more than 20coins. One option would be for the player to select individualprobability elements corresponding to each outcome paying more than 20coins, and to then double the probabilities manually. However, there mayalso be global options the player may select that apply to all elementswithin a category of elements. For example, the player may select aglobal option of doubling all probabilities of occurrence for theoutcomes paying more than 20 coins. The player may, for example, selecta “double all” button. The player might also select first from a set ofpossible customizations (e.g., double, triple, increase by 5%), and thenselect all the elements to which the customization will apply (e.g., bypressing an “apply to all” button on the touch screen of the gamingdevice). The process of customizing or generally applying a function orconstraint to multiple elements can therefore be simplified. As anexemplary use of a constraint for all elements within a category ofelements, a player may choose to limit reduction of all possible payoutsin a bonus round to a reduction of 10% of their respective initialvalues. Thus, a first payout of 100 coins in a bonus round could go nolower than 90 coins, a second payout of 20 coins in a bonus round couldgo no lower than 18 coins, and so on.

As will be appreciated, many other factors may be used for evaluatingcategories of elements.

At step 1504, a first category of elements is determined. The categoryof elements may be any category, such as payout elements, probabilityelements, elements whose values describe the number of symbols on areel, and so on. Then at step 1506, a second category of elements isdetermined. The second category of elements may also be any category ofelements, although preferably a category different from the firstcategory of elements.

At step 1508, a first score is determined for the first category ofelements based on the factor. The factor may be any of the factorsdescribed herein, including player familiarity, regulatory difficulties,maintaining a metaphor, complexity of changes, etc. The score may beindicative of the degree to which any change to an element within agiven category of elements would be favorable or unfavorable in light ofthe factor under consideration. For example, if a change in an elementwithin a category of elements would involve numerous regulatory hurdlesto be overcome, then the category of elements might be given anunfavorable score with respect to the factor considering regulatoryhurdles. Scores may take the form of numbers. For example, a score maybe an integer between 1 and 10, inclusively, with lower numbers beingunfavorable scores, and higher numbers being favorable scores.

At step 1510, a second score is determined for the second category ofelements based on the factor. Then at step 1512 is determined an orderin which to present the first and second categories based on the firstand second scores. For example, the category of elements that had thehigher score (e.g., the more favorable score), may be placed in front ofthe category of elements that had the lower score in any ordered listinvolving the first and second categories of elements.

Although the flow chart of FIG. 15 has referred to a first category anda second category of elements, it may be appreciated that the processcould be extended to any number of categories of elements, or to anynumber of individual elements, or to both. For example, three differentcategories of elements may be scored based on a given factor, and may beordered accordingly.

Additionally, although the flow chart of FIG. 15 describes only onefactor, it will be appreciated that categories of elements, or singleelements, may be scored based on multiple factors. For example, acategory of payout elements might score favorably on familiarity andfavorably on complexity, but might score unfavorably on regulatorydifficulties, and unfavorably on psychological impact. A category ofelement may receive a separate numerical score in light of each separatefactor. For example a category of probability elements may receive a 1for a factor pertaining to regulatory difficulties, but a 10 on a factorpertaining to complexity. Also, certain factors might be weighted moreheavily than others. Thus, for example, player familiarity might bescored on a scale of 1 to 20, versus complexity being scored on a scaleof 1 to 5. If scores are later added together to make an overalldecision about whether a category of elements will be presented to aplayer, the familiarity factor would count more heavily in the finaldecision than would the complexity factor.

Scores might also take on qualitative values such as “fair”,“favorable”, “bad”, etc. After scores are assigned to a number offactors related to a single category of elements, or to an individualelement, the scores may be combined using a combination algorithm. Onecombination algorithm, mentioned already, is to add the scores up.Another combination algorithm would multiply the scores for certainfactors by a constant before adding the scores up. The multiplicationprocess would therefore act to weight certain factors more heavily thanothers. Another combination algorithm would combine scores in arules-based fashion. For instance, an overall score might be consideredfavorable if scores for at least three factors are favorable. As will beappreciated, many other combination algorithms are possible. Afterseveral different categories of elements, or individual elements,receive overall scores, than the scores may be compared to determinewhich categories of elements, or which single elements, will bepresented to a player, or to determine the order of presentation. Forexample, suppose the category of payout elements receives a score of 68,the category of probability elements receives a score of 63, the wageramount element receives a score of 58, and the comps awarded per handlepull element receives a score of 50. Then the gaming device might decideto present to the player the category of payout elements, probabilityelements, and wager amount as three possibilities for customization,based on the three having the highest scores. Furthermore, the categoryof payout elements may be presented first because it has the highestscore, the category of probability elements second because it has thesecond highest score, etc.

There are other possible criteria for deciding which categories ofelements, or which single elements, to present to a player for thepurposes of customization, compensation, designation of elements whosevalues may not be altered, designation of elements whose values must bealtered, and so on. For instance, if a player has previously shown nointerest in altering the values of elements from within a certaincategory of elements, then the category of elements may no longer bepresented to a player in the future. The fact that the player has shownno interest in the category of elements in the past may be stored, forexample, in a player database (not shown). Also, even if a first playerhas never faced a choice of adjusting elements within a particularcategory of elements, but other players have shown no interest in thecategory of elements, then it may be inferred that the first player willalso have no interest in adjusting elements within the category ofelements, and the category of elements may not be presented to theplayer.

In one or more embodiments, certain categories of elements, or certainindividual elements, may be presented to a player on a random basis.This might give a player some opportunity to see categories of elements,or individual elements, that might not otherwise be presented to theplayer because of a low associated score. If it turns out that theplayer is interested in the category of elements, then the player'sinterest may be noted and the player may be given the opportunity tohave elements within the category of elements modified in the future.

In one or more embodiments, there may be a ranking system used todetermine which elements within a category of elements are to bepresented to a player, and in what order. For example, the screen ofFIG. 4A shows various payout elements that are being presented to aplayer for customization. The payout elements in FIG. 4A may be arrangedaccording to their current payouts. In other words, the outcome “7-7-7”may be presented first because it has the highest payout, the outcome“bar-bar-bar” may be presented second because it has the second highestpayout, and so on. Therefore, in one or more embodiments, elements maybe presented in an order corresponding to the numerical order of theelement values. Also, in one or more embodiments, elements may bepresented in an order corresponding to the numerical order of relatedelement values. For example, the payout elements for a given set ofoutcomes might be presented in an order based on the probabilities ofthe outcomes' occurrence. Thus, the payout for the most frequentlyoccurring element would be presented first, the payout for the next mostfrequently occurring element would be presented second, and so on.Elements within a category of elements may also be presented accordingto any of the criteria mentioned in relation to the presentation ofcategories of elements. For example, elements that would have thehighest positive psychological impact if changed might be presentedfirst. Or elements that are most familiar to players might be presentedfirst.

In one or more embodiments, the factors described herein for selectingelements and categories of elements to present to a player may also beused in selecting elements to serve as compensating elements. Forexample, once a player has customized one or more elements, the gamingdevice may choose one or more elements from a set of possible elementsto use as compensating elements. The set of possible elements may firstbe ordered using such factors as complexity, the presence of regulatoryhurdles, the desire to keep some information secret, and so on. Once theset of possible elements are placed in order based on the factors, thegaming device may choose the first element to serve as a compensatingelement. If necessary, the gaming device may also choose the secondelement, third element, and on down the list. Of course, the gamingdevice may first order categories of elements according to the factorsdescribed herein. The gaming device may then choose the first categoryof elements, and the select one or more elements from within thecategory to serve as compensating elements.

Both Player and Gaming Device Participate in the Modification of theValue of an Element

In one or more embodiments, after customizing one or more elements, theplayer may select a category of elements. The player may then allow thegaming device discretion in modifying the values of one or more of theelements within the category of elements. In this way, a player who doesnot particularly care which of multiple possible elements will be usedas compensating elements, need not choose a specific element to serve asa compensating element. However, the player still has the opportunity toprovide some direction to the gaming device by choosing the category ofelements. For example, suppose a player has just increased the payoutfor an outcome. The player does not care so much about the probabilitiesof outcomes occurring, so the player chooses a category of “probability”elements to serve as the category from which one or more compensatingelements will be chosen. The gaming device may then choose a specificoutcome whose probability of occurrence may be modified. For instance,the gaming device may choose to reduce the probability of the outcome“bell-bell-bell” occurring. If it were up to the player to choose aspecific element to serve as the compensating element, then the playerwould conceivably have to choose from among hundreds or thousands ofelements, and such a choice might frustrate or overwhelm the player.

In one or more embodiments, a gaming device may choose a category ofelements from which a compensating element will be chosen. The playermay then choose a compensating element from within the category. In thisway, both the gaming device and the player may have some control overthe modifications to be made in order to compensate for playercustomizations. In one or more embodiments, the gaming device chooses acategory of elements from which a compensating element will be chosen,and then chooses the compensating element. The player may, however,restrict the gaming device to choosing only one category of elements(i.e., the gaming device must choose all compensating elements from onlyone of a set of predefined categories). In this way, a player mayensure, for example, that only one type of modification can be made inassociation with his favorite outcome. For example, the player mayensure that the gaming device cannot reduce both the probability and thepayout for his favorite outcome, “plum-plum-plum.” The player may alsorestrict the gaming device to choosing compensating elements from onlytwo of a set of predefined categories, or only three, etc.

In one or more embodiments, the player may wish to designate allelements within a category as elements whose values may not be altered.Rather than individually designating each element within the category ofelements as an element whose value may not be altered, the player maydesignate all elements within the category at once as elements whosevalues may not be altered. For example, the player may select a “lock”option from a first pull down menu on the screen of a gaming device, andmay then select an “apply to all elements in category” option from asecond pull down menu. In one or more embodiments, a player maydesignate all elements within a category of elements as elements whosevalues may be altered or as elements whose values must be altered.

Gaming Device Does Not Inform a Player of the Absolute Value of anElement

In one or more embodiments, a player may modify the value of acustomizable element, and then the player's gaming device may modify acompensating element. The gaming device may then inform the player ofthe modification made to the compensating element, and may ask whetherthe player is willing to continue play with the new values for thecustomizable and compensating elements. One consideration in informingthe player about modifications made to element values is that the gamingdevice may not wish to disclose actual values for the elements. Forexample, a player often has no way of knowing the payback percentage ofa gaming device, and the operator of the gaming device may not wish toinform the player of the payback percentage. If gaming devices didroutinely disclose their payback percentages, then those with lowerpayback percentages might find themselves without customers. Also,certain element values might constitute trade secrets of a gaming devicemanufacturer. For example, a gaming device manufacturer may not wish toreveal the frequency with which certain symbols arise, because thatmight allow other manufacturers to copy their games. Another elementvalue that may typically be hidden from a player is the amount of eachplayer's wager contributed to a progressive jackpot.

Therefore, in one or more embodiments, a gaming device might notdisclose actual element values to a player, even for elements that theplayer chooses to customize. Instead, the gaming device may disclosechanges in element values. Such changes may be expressed in terms ofpercentages or in terms of the absolute value of a change. For example,a change in the probability of the outcome “cherry-cherry-cherry” may beexpressed as a +5% if the outcome “cherry-cherry-cherry” has now beenmade 5% more likely to occur. Such a change may correspond to an initialprobability of 100/100,000 and a new probability of 105/100,000. Thesame change may also correspond to an initial probability of 100/10,000and a new probability of 105/10,000. The player has no easy way ofknowing the true probability. A change expressed as an absolute valuemay read “+0.00005,” or “plus 5 parts in 100,000.” Referring again toFIG. 4B, it may be imagined that, in the current payout column, eachnumber begins at 0, and represents a percentage change from a defaultpayout. By pressing increase button 432 corresponding to the outcome“7-7-7,” the player may increase the number in the current payout columne.g., from 0 to 5, indicating that the payout for the outcome “7-7-7”has increased by 5% from its default value. By pressing decrease button434, the player may cause the number in the current payout column to gofrom 0 to −5, indicating that the payout for the outcome “7-7-7” hasdecreased by 5% from its default value. In this way, a screen such asthat of FIG. 4B may allow a player to customize the value of an elementwithout becoming aware of its absolute value.

Offsetting Changes Spread Out Over a Large Number of Elements

In one or more embodiments, the gaming device may use a large number ofcompensating elements to offset a customization made by a player. Assuch, the values of the compensating elements may each change by only aslight amount. One advantage of changing a large number of compensatingelement values by only a slight amount is that there will likely be nolarge change, unfavorable to a player, in a single element which mighthave an adverse psychological impact upon the player. Additionally, ifthe gaming device changes a large number of element values to offset aplayer customization, the gaming device may simply list some or all ofthe changed elements without listing their values. The gaming devicemight only say for example, “the following element values have beenaltered slightly,” without showing the element values or the amounts ofany alterations. In this way, the gaming device need not reveal actualelement values that it desires to keep hidden.

One method for changing a large number of element values to compensatefor a player change is as follows. The gaming device may have stored forone or more elements a predetermined threshold beyond which theelement's value may not be set. The threshold may be stored, forexample, in a memory of the gaming device, or in a memory of a centralserver with which the gaming device is in communication. For example,the payout for the outcome “bar-bar-bar” may typically be 50 coins, andmay have a threshold value of 55. Therefore, in adjusting the payout forthe outcome “bar-bar-bar,” the gaming device may not set the payout tomore than 55 coins. Note also that a threshold may denote a lower limit.For instance, the payout for the outcome “bar-bar-bar” may have a lowerthreshold of 45 coins, indicating that the payout for the outcome“bar-bar-bar” may not be adjusted below 45 coins. In one or moreembodiments, there may not be separate thresholds specified for eachelement, but instead there may be a global threshold applicable to allelements. For example, all element values may not be adjusted eitherupwards or downwards by more than 10% of their default values.

Having predetermined thresholds for one or more elements, the gamingdevice may now determine a compensating element. The compensatingelement may be determined in a number of ways, using e.g., rankingcriteria described above. The gaming device may then plug the value ofthe compensating element together with the old and new values for anyelements the player has customized into an equation such as equation 13below. $\begin{matrix}{{{OldWagerAmount} - {\sum\limits_{i = 1}^{n}\left( {{OldProb}_{x_{i}} \times {OldPay}_{x_{i}}} \right)} - \left( {{NewWagerAmount} - {\sum\limits_{i = 1}^{n}\left( {{NewProb}_{x_{i}} \times {NewPay}_{x_{i}}} \right)}} \right)} = 0} & (13)\end{matrix}$It will be noted that equation 13 is just a modified version of equation1, where the house advantage before any element value alterations hasbeen set equal to the house advantage after any alterations. Thus, theexpression on the top line of equation 13 (the old house advantage)minus the expression on the bottom line of equation 13 (the new houseadvantage) is equal to zero. Using equation 13, the gaming device may beable to solve for a new value for the compensating element. However,especially if a player has made large changes to the values ofcustomizing elements, the newly determined value for the compensatingelement may exceed an allowed threshold. For example, equation 13 mayindicate that the compensating element of the wager amount per handlepull should be adjusted from its default value of $1.00 to $1.75.However, the wager amount per handle pull may have a threshold of $1.25,beyond which it may not be adjusted. Therefore, the gaming device mightset the value of the wager amount to the threshold value that is nearestthe value which would have compensated for player customizations. Inthis case, the value that would have compensated for playercustomizations is $1.75, and so the wager amount per handle pull will beset to the nearest threshold value of $1.25. Note that the wager amountper handle pull would not be set to $0.75, a lower threshold, since thatwould be going in the wrong direction.

Since the gaming device has not yet fully compensated for the playercustomizations, the gaming device may select another element. Perhapsthe gaming device selects a probability for the outcome “bar-bar-bar.”Next, the gaming device may plug in the old and new values for thecustomized elements, and the old and new value for the compensatingelement (the wager amount), and the current value for the probability ofthe outcome “bar-bar-bar” into equation 13. The gaming device may thenbe able to solve equation 13 for a new value for the probability of theoutcome “bar-bar-bar.” If the new value for the outcome “bar-bar-bar”falls below (or above) an allowed threshold, then the probability of theoutcome “bar-bar-bar” is set to its new value, and the gaming device hassucceeded in offsetting the effects of player customization. However, ifthe new value of the probability of the outcome “bar-bar-bar” wouldexceed (or go below) an allowed threshold, then once again the value forthe probability of the outcome “bar-bar-bar” might be set to the closestthreshold to its desired new value. Then, another compensating elementwould be determined and the procedure would repeat. Eventually, afteradjusting enough values for compensating elements, the playercustomization would be offset. Furthermore, no values for compensatingelements would have been adjusted above or below allowed thresholds. Inthis way compensating changes to player customizations may be spreadover a large number of elements without individual changes being large.In some cases, it may happen that a player customization is so largethat no amount of adjustment of the values of compensating elements, ifthe values are maintained within allowed ranges, will offset the effectsof a player customization. In such cases, the player may not be allowedto make the customizations, or the thresholds may be relaxed.

As an example, suppose the old payout for the outcome “bar-bar-bar” is50 coins, the old probability for the outcome “bar-bar-bar” is20/10,000, the old payout for the outcome “cherry-cherry-cherry” is 20coins, the old probability for the outcome “cherry-cherry-cherry” is20/10,000, the old payout for the outcome “orange-orange-orange” is 20coins, and the old probability for the outcome “orange-orange-orange” is40/10,000. Now suppose the player customizes the payout for the outcome“bar-bar-bar” to be 55 coins. The gaming device first selects the payoutfor the outcome “cherry-cherry-cherry” as a compensating element. Usingequation 13, without changing the values of any further elements, thegaming device may determine that the payout for the outcome“cherry-cherry-cherry” can be modified from its old value of 20 to a newvalue of 15 and can thereby offset the customization made by the player.However, suppose further that there is a threshold value below which thepayout of the outcome “cherry-cherry-cherry” may not be changed, andthat this threshold value is 17. Therefore, the payout for the outcome“cherry-cherry-cherry” may be set at 17. Next, since the gaming devicehas not completely offset the customizations made by the player, thegaming device selects the payout for the outcome “orange-orange-orange”as another compensating element. Plugging into equation 13 the old andnew values for the payouts of the outcomes “bar-bar-bar” and“cherry-cherry-cherry,” as well as the old value for the payout of theoutcome “orange-orange-orange,” the gaming device may determine that anew payout of 19 for the outcome “orange-orange-orange” will suffice torestore the house advantage to its old value. Therefore, the gamingdevice has compensated for an increase in the payout of the outcome“bar-bar-bar” from 50 to 55 by reducing the payout of the outcome“cherry-cherry-cherry” from 20 to 17, and the payout of the outcome“orange-orange-orange” from 20 to 19.

Note that the above method has dealt with constraints on element valuesthat were imposed by the gaming device. In other words, the gamingdevice has adjusted the values of elements in such a way as not to crossover any thresholds. The above method may work just as well whenconstraints are player-imposed, e.g., as with constrained elements.Also, the above method does not require that element values that wouldotherwise cross a threshold be set to exactly the value of thethreshold. For example, the payout of the outcome “cherry-cherry-cherry”above need not have been set to exactly 17, even though the thresholdwas at 17. The payout for the outcome “cherry-cherry-cherry” mightinstead have been set to 18, which is still within the threshold. Theresult of using a value of 18 would be that further adjustments wouldhave to be made to the values of other elements.

Other Objectives of the Gaming Device

As described herein, in one or more embodiments, the gaming deviceallows the player to indicate a modification to the value of one or morecustomizable elements. The gaming device may then, in turn, modify thevalues of one or more compensating elements. In one or more embodiments,an objective of the gaming device is to modify the values of the one ormore compensating elements in such a way as to maintain the houseadvantage constant, or within a desired range.

In one or more embodiments, the gaming device may have other objectivesbesides maintaining the house advantage within a desired range. In oneembodiment, the gaming device may have the objective of maintaining apayback percentage of the gaming device within a desired range.Therefore, for example, if a player adjustment causes the expectedpayout of the gaming device to increase by 50%, then the gaming devicemay increase the wager required to play by 50%. By maintaining the wageramount and the expected payout in the same proportion, the gaming devicemay typically maintain a constant payback percentage.

In one or more embodiments described herein, the gaming device may havethe objective of maintaining hourly profits within a desired range.Therefore, for example, if a player adjustment causes the houseadvantage of the gaming device to decrease by 10%, then the gamingdevice may increase the required rate of play by 100/(100−10), orapproximately 11%. In this way, the product of the house advantage andthe rate of play is maintained relatively constant, and therefore thehourly profits for the gaming device are maintained relatively constant.

In one or more embodiments described herein, the gaming device may havethe objective of maintaining overall profits for the operator of thegaming device (e.g., a casino), within a desired range. Therefore, forexample, if a player adjustment causes the house advantage of the gamingdevice to decrease, then the gaming device may require a commitment fromthe player to stay at the casino's hotel, to eat at the casino'srestaurant, to do work for the casino, etc. The gaming device may alsorequire the player to bring friends to play at the casino. In this way,although the gaming device itself may become less profitable, the casinowill likely make money from the player in other ways.

In one or more embodiments, an objective of a gaming device may be toadjust a house advantage based on perceived demand for the gamingdevice. For example, when the casino in which a gaming device resides iscrowded, the gaming device may have the objective of increasing thehouse advantage. With excess demand, there are likely to be one or moreplayers willing to play a gaming device even when the gaming device hasa relatively high house advantage. On the other hand, when the casino isonly lightly populated, the gaming device may have the objective ofdecreasing the house advantage. With a lower house advantage, the gamingdevice may thereby be more likely to attract one of the few patrons ofthe casino. In accordance with these objectives, a gaming device may usethe opportunity of a player adjustment to the value of an element inorder to make a compensating adjustment to the values of one or moreother elements in such a way as to result in a house advantage in linewith the current objectives of the gaming device. For example, thegaming device may only have the opportunity to change its houseadvantage when a player first indicates an adjustment to the value of acustomizing element. When the player has indicated such an adjustment,the gaming device may then make one or more compensating adjustmentsand, in the process, change the house advantage. In one or moreembodiments, the gaming device may change its objective for a value ofthe house advantage based on the time of day. If business at the casinofollows a predictable daily pattern, then the gaming device may therebychange its objective for a value of the house advantage based on thenumber of customers in the casino.

Note that the gaming device may not be directly aware of the number ofpeople in a casino. Rather, the gaming device may receive signals from acasino server indicating the number of people currently in the casino.Signals received from the casino server may also directly indicate anobjective for the gaming device. In fact, a gaming device may notnecessarily change its house advantage only due to changing demand. Agaming device may also change its house advantage so as to moreeffectively compete with other casinos, so as to participate inpromotions, so as to fall in line with new regulations, and so on.

In one or more embodiments, a gaming device may have an objective ofmaintaining a perception of some symbols being more valuable thanothers. For example, a mermaid-themed gaming device may have theobjective of keeping the outcome “mermaid-mermaid-mermaid” as thehighest paying outcome. Therefore, if a player adjusts the payout forthe outcome “starfish-starfish-starfish” to be higher than the payout ofthe outcome “mermaid-mermaid-mermaid”, then the gaming device may itselfadjust the payout of the outcome “mermaid-mermaid-mermaid” to be onceagain higher than the payout of “starfish-starfish-starfish”.

Video Poker Embodiments

Reference is now made to a game of video poker. Exemplary elementsdescribe the number of cards in a deck, the rank or suit of a particularcard, or the status of a card (e.g., not wild, wild, multi-valued).Possible player modifications to element values may include adding morecards to a deck, changing the rank or suit of a card in a deck, ordesignating a wild card in a deck. For example, a player may choose toadd two more Jacks of spades to make a total of three Jacks of spades ina deck, change a two of clubs into an ace of diamonds, and make allthrees wild cards.

In multi-play video poker games, a customizable element may be thenumber of hands that are present in a game. For example, a game mightinvolve 50 hands of video poker. The hands are played simultaneously,and the player is paid for each hand according to whether or not thehand constitutes a winning poker hand. A player might now choose to play52 hands instead of 50, with his wager remaining unchanged. Acompensating element might then be the payout a player receives on anyfour-of-a-kind outcome. The payout for four-of-a-kind may be reduced oreliminated to maintain a constant house advantage.

Another customizable element in video poker may be the number ofopportunities the player has to draw cards. In a typical game of videopoker, a player might be dealt an initial five-card hand. The player canthen draw anywhere from zero to five of the cards to achieve his finalhand, the hand that determines his payout. The player may customize themachine so that he can draw cards a second, a third, or a fourth time.The number of cards the player can draw may also be customizable. Forexample, the player might be allowed to draw only as many as three cardsper hand. This works to the disadvantage of the player, but may beoffset by the modification of a value of a compensating element. (Notethat the values of compensating elements may be adjusted in favor of theplayer.) Still another customizable element may be the position of thecards that the player can draw. For instance, the player might beallowed only to discard a card in the first, second, or third positions,but not a card in the fourth or fifth positions in a hand. Yet anothercustomizable element is which card combinations the player may discard.For instance, the player may be allowed to only discard the first cardin combination with the second card. The player may not be allowed todiscard only the first card or only the second card. Anothercustomizable element is the type of cards that a player may discard. Forexample, a player may only be allowed to discard cards with ranks from 2through jack, or only cards that are diamonds.

Another customizable element in video poker is the threshold hand thatqualifies to be classified as a certain outcome. For example, in Jacksor Better™ Video Poker, the threshold hand that qualifies as a payinghand is a hand with two jacks in it (and no other distinguishingcharacteristics). Two tens would not qualify for payment, whereas twoqueens would. A player might customize the game such that now two tenswould be classified as a paying hand. A player might also customize agame such that king, queen, jack, ten, nine of a suit would count as aroyal flush in addition to the existing ace, king, queen, jack, tenhand.

Another customizable element is the number of outcome classifications.For example, Jacks or Better™ Video Poker has the following outcomeclassifications, each corresponding to a respective payout: pair (jacksor better), two-pair, three-of-a-kind, straight, flush, full-house,four-of-a-kind, straight-flush, royal-straight-flush, for a total ofnine classifications. A player might increase this number ofclassifications to ten. A further customization by the player mightinclude the definition of an additional classification. For example theplayer may define a classification of four-of-a-kind (kings or better).The classification would include any hand containing either four kingsor four aces. The player might further customize the payout for the newclassification, e.g. 35 tokens versus 25 tokens for a simplefour-of-a-kind.

A customizable element in any game requiring decisions on the player'spart may be the amount of help the player receives from the gamingdevice. For example, in many versions of video poker, the playerreceives an initial hand and must then decide which cards to discard andreplace. There is often one particular combination of cards that can bediscarded in order to maximize a player's expected payout. So, after thegaming device has generated a primary hand for the player, the processorof the gaming device might execute a routine to determine thecombination of cards that the player should discard in order to maximizehis expected payout. The gaming device might then display a hint byhighlighting the cards that the player should discard.

The player might customize the gaming device to provide any of a wholerange of help possibilities. The gaming device might provide hints onevery hand, on every other hand, on every third hand, or lessfrequently. The gaming device might provide hints at random, with hintsoccurring an average of once for every two hands. The player may beallowed a fixed number of hints, or a fixed number of hints per 100hands, to be requested at the player's discretion. The gaming devicemight provide suggestions that maximize a player's expected value, or itmight provide less optimal suggestions, though still suggestions thatare beneficial to the player. The gaming device might provide hints thatmaximize things other than expected payout, such as the expectation ofachieving a particular outcome, the expectation of achieving a non-zeropayout, the expectation of achieving a payout in excess of a certainthreshold, and so on.

Another game in which the gaming device might provide suggestions to theplayer is video blackjack. In video blackjack, the gaming device mightsuggest such things as whether to hit, to stand, to double down, tosurrender, or to split. The bonus rounds of some gaming device gamesalso require the player to make decisions. For instance, the playermight have to choose one of three doors to open in order to reveal aprize. The gaming device might provide hints as to which door is thebest to open. Other games, if played using a gaming device, or via theInternet, would also be suitable for hints. In pai gow poker and in paigow, a gaming device could provide hints to the player on how to splithis hand. In Casino War™, a gaming device could provide hints as towhether the player should surrender or go to war.

In one embodiment, the gaming device does not necessarily provide hints,but does provide a period of training for a player in order to improvethe player's skill at a game. One customizable element is therefore theamount of training a player will receive.

In one embodiment, the player may be allowed to customize the number ofcards that constitute a complete poker hand. Typically, there are fivecards in a poker hand. A straight, for example, consists of fiveconsecutively ranked cards, not four, and not six. However, there arevariants of poker that involve hands of other than five cards. Gutspoker, for instance, may be played with two or three-card hands. Pai gowpoker involves one hand of two cards, and one hand of five cards.Therefore, a player might be allowed to customize a video poker machineto deal only four-card hands of poker, or only six-card hands of poker.In a four-card poker hand, it is evidently easier to achieve a straightor a flush, or a straight-flush. However, it is more difficult toachieve a pair, two pair, three-of-a-kind, a full-house, orfour-of-a-kind. Therefore, to compensate for the adjustment to four-cardpoker, the gaming device might adjust the payouts for various outcomesso that the house advantage remains relatively constant. Othercompensating elements might also be adjusted, such as the number ofopportunities a player has to draw cards.

In one embodiment, the player may be allowed to alter the probability ofgetting a top payout after being dealt his initial five cards. Forexample, a player dealt four cards to a royal flush typically holdsthese four cards and draws one. Only one card in the 47 remaining cardswill give the player the royal flush. In order to improve hisprobability of obtaining the royal flush, the player might be shown arepresentation of all of the remaining 47 cards and allowed to selectone or more cards which will not be dealt. The player could thuseliminate the four of clubs, eight of diamonds, and six of spades,improving his chances of hitting the royal flush to one in 44. Thischange in probability is compensated by a decrease in the payout for theroyal flush. Alternatively, the player could add cards to the 47 inexchange for a higher payout. Other video poker game elements may alsobe modified based on the player modification to the deck of cards.

Other Games

Many other games have the potential to allow for player customizations.In bingo, one element may be the number of rows on a bingo card. Anotherelement might be the number of columns on a bingo card. Adjusting thevalue of an element describing the number of columns so as to subtract acolumn, for instance, would make it much easier to achieve a cover-allbingo, where a player covers every space on the bingo card. Anotherelement might describe the number of “automatic” spaces, such as theautomatic space typically found in the center of the card. Anotherelement might describe the number of numbers that correspond to anindividual space on a bingo card. For example, if the element value isadjusted to three, then the occurrence of any of three numbers wouldallow the player to place a chip in the individual space. Additionaltypes of bingos may be added, such as a bingo consisting of threevertical chips crossing three horizontal chips (for a total of fivechips, as the center chip is part of both the vertical and horizontalchips).

In keno, the value of an element describing the range of possiblenumbers to be drawn may be adjusted e.g., from 1-80 to 1-50. The playeris thereby more likely to match numbers he has chosen. The value of anelement describing the quantity of numbers that are drawn may beadjusted, e.g., from 20 to 30. The value of an element describing thepayouts for matching certain numbers of picks may be adjusted. Forinstance, the payout for choosing three numbers and matching two of themmight begin at 2.5 tokens. The player might adjust this to 4 tokens. Tocompensate, the casino might reduce the payout for matching all three ofthe numbers from 25 to 10 tokens. The value of an element describing anumber of possible picks from may be adjusted e.g., from 15 to 25. Manyother adjustments are possible in the game of keno.

In pachinko, the value of an element describing the size of winningpockets may be adjusted, the value of an element describing the numberof balls received upon getting a ball into a winning pocket may beadjusted, the value of an element describing the number of extra ballsreceived after aligning three symbols in an activated gaming device manbe adjusted, or the value of an element describing the size of ballsthat are launched may be adjusted. Additionally, the arrangement ofnails, or the arrangement of winning pockets may be adjusted. The playermight be allowed to customize his machine so that a ball might bere-launched with exactly the same velocity with which it had previouslybeen launched, e.g. on a winning launch.

Team Embodiments

In one or more embodiments, two or more players may be associated withone another as part of a team. For instance, a husband and wife maytravel frequently together to the casino. The husband and wife may forma team and thereby derive both social and monetary benefits. Forexample, if the husband and wife achieve net winnings of $500 for aparticular day playing $1 gaming devices, then the team may receive a$100 bonus from the casino. In addition, the husband and wife mayinteract frequently and experience team pride as they pursue theirmutual goal. The casino benefits from team play because team playencourages multiple people to gamble together, thereby increasing casinobusiness.

With teams in place, numerous possibilities exist for customizationsrelating to teams. Reference is now made to FIG. 16, which depicts ateam formation and customization process 1600. The process 1600 may beperformed by one or more gaming devices, or may be performed by acentral server that may be in communication with one or more gamingdevices. At step 1602, the central server receives an indication of oneor more team members. For instance, one or more gaming devices mayreceive an indication from one or more players that the players wish tojoin a team. The gaming devices may then transmit the player names tothe central server. The central server may then associate each of theplayers together in a database, and the players may thereby constitute ateam. At step 1604, the central server determines a team goal. The teamgoal may be indicated by the one or more members or may be determined bythe central server based on predetermined criteria (e.g., based on teamsize, team demographics, etc.). Exemplary team goals may be for thecumulative amount of team members' wagers to reach $3000 for a day, forthe cumulative amount of time played by team members to reach 40 hoursover a one-week period, or for three or more team members to achieve theoutcome “bar-bar-bar” within a one-minute time frame.

At step 1606, the central server determines a team prize. Once again,the team prize may be chosen by one or more of the team members, or maybe chosen by the central server. Exemplary team prizes include a freemeal for each team member, a $50 cash prize for each team member, or a$500 donation made to a charity of the team's choice. In one or moreembodiments, the team prize is provided to the team if and only if theteam satisfies the team goal.

At step 1608, the central server receives a selection of a constraintfor a first element pertaining to the team. Elements pertaining to ateam may include all elements described herein that pertain to anindividual. For example, one element might describe the payout for theoutcome “cherry-cherry-cherry” at a first team member's gaming device.Another element might describe the probability of the outcome“lemon-lemon-lemon” at a second team member's gaming device. Inaddition, there may be many additional elements that pertain to teams.Examples of elements pertaining to teams include:

-   -   i. An element describing the number of team members.    -   ii. An element describing the amount of the team prize. For        example, if the team prize is a cash prize, then a possible        element describes the number of dollars awarded. If the team        prize is free night stays in a casino hotel, then a possible        element describes the number of free night stays to be awarded.    -   iii. An element describing the cumulative number of hours that        team members must spend gaming.    -   iv. An element describing the minimum number of team members        that must be playing at any one time in order for the team to be        progressing towards their goal. For example, a team goal might        require that the team as a whole spend 5 hours gambling, meaning        that a certain minimum number of team members must all be        gambling simultaneously for a period of five hours.    -   v. An element describing the minimum number of team members who        must achieve a winning outcome within a particular time frame in        order for the team to meet a team goal.    -   vi. An element describing the number of symbols that team        members may swap with each other within an hour. For example, if        a team member achieves an outcome of “bar-bar-bell”, he may be        allowed to swap his “bell” symbol for a “bar” symbol received by        another team member. The present element may limit the number of        such swaps a team may make per hour to three, for example.        It should be noted from the preceding examples of elements that        some elements may relate to the team goal determined at step        1604, or to the team prize determined at step 1606.

At step 1610, the central server determines an offsetting constraint fora second element pertaining to the team. The second element may be anyelement described herein, e.g., a payout element, probability element,element describing the number of team members, etc. One benefit of ateam embodiment is that a first element may pertain to a first teammember, and a second element may pertain to a second team member. In oneexample, the first element described at step 1608 is the probability ofthe outcome “bell-bell-bell” for a first player. The second elementdescribed at 1610 is the probability of the outcome“orange-orange-orange” for a second player. Thus, the first player mayreceive an increased probability of achieving the outcome“bell-bell-bell,” while the second player receives a decreasedprobability of achieving the outcome “orange-orange-orange.”

In another example, one player on a team might customize the payout ofthe outcome “cherry-cherry-cherry” to be 30 coins rather than thedefault of 20 coins. The compensating element might be the number of hisfellow team members who must be playing at the same time. To thencompensate, for example, the player may be required to get three of hisfellow team members to gamble for as long as his payout corresponding tothe outcome of “cherry-cherry-cherry” remains at 30. The casino therebycompensates for a lower house advantage on the player's machine withincreased business from the player's team members. In some embodiments,the more teammates of a player who are currently gaming, the more theplayer may adjust a customizable element. For instance, a player mayadjust the payout of the outcome “cherry-cherry-cherry” up to 30 if hehas 3 teammates playing, up to 35 if he has 4 teammates playing, up to40 if he has five teammates playing, and so on.

In some embodiments, team members may reduce payouts or probabilitiesfor their outcomes, thereby increasing the house advantage on one ormore of their respective machines. To compensate them, the casino mayprovide the team with a team benefit. For example, the team may receivea block of free show tickets, a free team dinner, charteredtransportation to or from the casino, and so on.

In some embodiments, when a first player adjusts a customizing elementon his gaming device, the casino may adjust a compensating element onanother player's gaming device (e.g. on the device of another teammember). After the adjustments, the total house advantage between thetwo players' machines may remain constant, even though the houseadvantage on one machine might increase, and the advantage on the othermay decrease. Tradeoffs may also occur among multiple player machinesrather than just two. For example, a first person has his payout for theoutcome “cherry-cherry-cherry” lowered, a second person has his jackpotraised, and a third has his probability of achieving four-of-a-kindraised. One benefit of this embodiment is that team members may eachcontribute to maximize the luck of a fellow team member who has been ona losing streak. To illustrate, suppose Joe, Sam, and Henry constitute ateam of slot players. Sam has been on a losing streak, and so Joe andHenry wish to boost Sam's luck. Therefore, Joe and Henry each agree tohave the probability of outcomes of the form “any-any-cherry” occurringon their machines reduced to zero. As compensation, the probability ofoutcomes of the form “any-any-cherry” occurring on Sam's machine istripled. In this way, the house advantage among the three machines ofthe team remains constant, provided each team member is on a likemachine, each team member makes handle pulls at the same rate, and eachteam member wagers the same amount. The casino can ensure, in variousways, that these factors hold true (i.e. that all team members do playat the same rate, etc.). For instance, team members must make theirhandle pulls in synchrony. In any event, when Sam's luck does finallystart to improve, the team members' machines may be brought back totheir default configurations.

It is to be understood that the above embodiment descriptions areintended to be illustrative, and not restrictive. Many other embodimentswill be apparent to those of skill in the art upon reviewing the abovedescription.

1. A method, comprising: receiving a request from a player to modify avalue of a first element of a gaming device from a first value to asecond value; modifying, in response to the request from the player, thevalue of the first element from the first value to the second value;determining a second element of the gaming device, wherein the secondelement corresponds to a third value; and determining a fourth value forthe second element based on at least one of the first value of the firstelement, the second value of the first element, and the third value ofthe second element.
 2. The method of claim 1, wherein the first elementis the probability of occurrence of the outcome “bar-bar-bar” on thegaming device; wherein the second element is the minimum amount thatmust be wagered for a single game on the gaming device; wherein thefirst value of the first element is 0.001; wherein the second value ofthe first element is 0.002; wherein the third value of the secondelement is $0.50; and wherein the fourth value of the of the secondelement is $0.55. 3-40. (canceled)